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https://github.com/ACreTeam/ac-decomp
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m_shop: hack to fakematch mSP_SelectRandomItemToAGB()
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+1
-1
@@ -1485,7 +1485,7 @@ config.libs = [
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Object(Matching, "game/m_scene_ftr.c"),
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Object(Matching, "game/m_scene_table.c"),
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Object(Matching, "game/m_select.c"),
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Object(Equivalent, "game/m_shop.c"),
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Object(Matching, "game/m_shop.c"),
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Object(Matching, "game/m_skin_matrix.c"),
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Object(Matching, "game/m_snowman.c"),
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Object(Matching, "game/m_soncho.c"),
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+6
-3
@@ -2367,7 +2367,9 @@ static void mSP_SelectRandomItemToAGB_Unit(mActor_name_t* item, xyz_t* wpos, int
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}
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}
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/* @nonmatching - minor float load/store issue with xyz_t.z & weird scheduling issue */
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// @fakematch
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// @HACK - we shouldn't have to force propagation off, nor access the Save_t* struct directly
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#pragma opt_propagation off
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extern void mSP_SelectRandomItemToAGB() {
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int i;
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int ut_x;
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@@ -2398,7 +2400,6 @@ extern void mSP_SelectRandomItemToAGB() {
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wpos.x = tpos.x;
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for (ut_x = 0; ut_x < UT_X_NUM; ut_x++) {
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// this matches instructions but out of order and wrong registers
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mSP_SelectRandomItemToAGB_Unit(item_p, &wpos, ut_x, ut_z);
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wpos.x += mFI_UT_WORLDSIZE_X_F;
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item_p++;
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@@ -2409,8 +2410,8 @@ extern void mSP_SelectRandomItemToAGB() {
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}
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/* add correctly placed signboard actor */
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save = Common_GetPointer(save.save);
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for (i = 0; i < mISL_FG_BLOCK_X_NUM; i++) {
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save = Common_GetPointer(save.save);
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start_p = &save->island.fgblock[0][i].items[0][0];
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item_p = &save->island.fgblock[0][i].items[0][0];
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@@ -2442,7 +2443,9 @@ extern void mSP_SelectRandomItemToAGB() {
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}
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}
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}
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wpos.z = wpos.z;
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}
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#pragma opt_propagation reset
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extern const char* mSP_ShopStatus2String(int status) {
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static char dummy[] = "hahaha";
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