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https://github.com/n64decomp/mk64
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Lots of code_80071F00 matches (#347)
* Lots of code_80071F00 matches Also removed a bunch of fake variables related to the object list. Also gave names to some of the members of the object list type Signed-off-by: Taggerung <tyler.taggerung@email.com>
This commit is contained in:
+37
-13
@@ -9,8 +9,8 @@
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typedef struct
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{
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/* 0x00 */ f32 unk_000;
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/* 0x04 */ Vec3f unk_004;
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/* 0x00 */ f32 sizeScaling;
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/* 0x04 */ Vec3f pos;
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/* 0x10 */ Vec3f unk_010;
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/* 0x1C */ Vec3f unk_01C;
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/* 0x28 */ Vec3f unk_028;
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@@ -23,13 +23,17 @@ typedef struct
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/* 0x54 */ s32 unk_054;
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/* 0x58 */ s32 unk_058;
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/* 0x5C */ s32 unk_05C;
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/* 0x60 */ u32 *unk_060;
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/* 0x64 */ u8 *unk_064; // ptr to a texture
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/* 0x68 */ u32 *unk_068;
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/* 0x6C */ u8 *unk_06C; // ptr to a texture
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/* 0x60 */ u8 *activeTLUT;
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/* 0x64 */ u8 *activeTexture;
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/**
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* "list" is something of a misnomer for the names here
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* they can be pointers to just 1 tlut/texture, but it is common for one or the other
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* to be a pointer to an array of tluts/textures.
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**/
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/* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches
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/* 0x6C */ u8 *textureList;
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/* 0x70 */ Gfx *unk_070;
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// For at least 1 object type this is meant to be a Vtx*. See func_800555BC
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/* 0x74 */ Vtx *unk_074;
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/* 0x74 */ Vtx *unk_074; // For at least 1 object type this is meant to be a Vtx*. See func_800555BC
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/* 0x78 */ s8 unk_078[0x04];
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/* 0x7C */ s32 unk_07C;
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/* 0x80 */ u16 *unk_080; // unk_080[][4]?
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@@ -41,13 +45,13 @@ typedef struct
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/* 0xA0 */ s16 unk_0A0;
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/* 0xA2 */ s16 unk_0A2;
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/* 0xA4 */ s16 unk_0A4;
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/* 0xA6 */ s16 unk_0A6;
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/* 0xA6 */ s16 unk_0A6; // Usually a state tracker
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/* 0xA8 */ s16 unk_0A8;
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/* 0xAA */ s16 unk_0AA;
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/* 0xAC */ s16 unk_0AC;
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/* 0xAE */ s16 unk_0AE;
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/* 0xB0 */ s16 unk_0B0;
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/* 0xB2 */ Vec3su unk_0B2;
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/* 0xB2 */ Vec3su unk_0B2; // rotation, I think
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/* 0xB8 */ Vec3su unk_0B8;
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/* 0xBE */ Vec3su unk_0BE;
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/* 0xC4 */ u16 unk_0C4;
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@@ -67,9 +71,9 @@ typedef struct
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/* 0xD5 */ u8 unk_0D5;
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/* 0xD6 */ u8 unk_0D6;
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/* 0xD7 */ u8 unk_0D7;
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/* 0xD8 */ s8 unk_0D8;
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/* 0xD9 */ u8 unk_0D9;
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/* 0xDA */ u8 unk_0DA;
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/* 0xD8 */ u8 unk_0D8;
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/* 0xD9 */ u8 textureWidth;
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/* 0xDA */ u8 textureHeight;
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/* 0xDB */ u8 unk_0DB;
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/* 0xDC */ u8 unk_0DC;
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/* 0xDD */ u8 unk_0DD;
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@@ -90,6 +94,8 @@ extern s32 gItemWindowObjectByPlayerId[];
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// Used for loop bounds when accessing D_80183EA0
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extern s16 D_80165750;
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extern UnkActorInner D_8018C0B0[];
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/**
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* D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in D_80165C18.
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* func_80070190 initializes them in such a way that the indicies in each list are not adjacent.
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@@ -98,6 +104,15 @@ extern s16 D_80165750;
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* The objects found at the indices in each list appears to be course dependent
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**/
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#define NUM_CRABS 0xA
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#define NUM_NEON_SIGNS 0xA
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/**
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* Crabs in Koopa Troopa Beach
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* Hot air balloon in Luigi Raceway?
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* Neon signs in Rainbow Road?
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* Thwomps in Bower's Castle?
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**/
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extern s32 D_80183EA0[];
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/**
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* Snowmen in Frappe Snowlad
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@@ -159,8 +174,17 @@ extern s32 D_8018C970[];
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// Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
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extern s32 D_80183E7C;
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#define D_8018CC80_SIZE 0x64
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// List of object list indices used by the clouds and stars in some stages
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// Also used for snowflakes like D_8018C1B0? Not sure what's up with that
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extern s32 D_8018CC80[];
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// Number of used spots in D_8018CC80?
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extern s32 D_8018D1F0;
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// Next free spot in D_8018CC80?
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extern s32 D_8018D1F8;
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// Something related to the display of the clouds/stars?
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extern s8 D_8018D230;
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// Some sort of limiter on how many of some object type can spawn
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extern s32 D_8018D3C4;
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#endif
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