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z_debug OK (#330)
* z_debug OK * Rename function * Remove duplicate struct * Update z64.h
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-1
@@ -1547,7 +1547,7 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4);
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s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5);
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s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5);
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u8 func_800E9360(void);
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void static_context_init(void);
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void GameInfo_Init(void);
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// void func_800E9470(void);
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void DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX, f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type, GraphicsContext* gfxCtx);
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void DebugDisplay_DrawObjects(GlobalContext* globalCtx);
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+10
-7
@@ -36,6 +36,7 @@
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#include "z64scene.h"
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#include "z64save.h"
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#include "z64transition.h"
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#include "regs.h"
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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@@ -242,14 +243,16 @@ typedef struct {
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/* 0x11D88 */ u8 unk_11D88;
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} Font; // size = 0x11D8C
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// Game Info aka. Static Context
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// Data normally accessed through REG macros (see regs.h)
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typedef struct {
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/* 0x0000 */ u8 unk0;
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/* 0x0001 */ u8 unk1;
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/* 0x0002 */ u8 unk2;
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/* 0x0003 */ u8 unk3;
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/* 0x0004 */ u32 unk4;
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/* 0x0008 */ UNK_TYPE1 pad8[0xC];
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/* 0x0014 */ s16 data[2784]; // Accessed through REG macros
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/* 0x00 */ u8 unk_00; // regPage;? // 1 is first page
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/* 0x01 */ u8 unk_01; // regGroup;? // "register" group (R, RS, RO, RP etc.)
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/* 0x02 */ u8 unk_02; // regCur;? // selected register within page
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/* 0x03 */ u8 unk_03; // dpadLast;?
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/* 0x04 */ u32 unk_04; // repeat;?
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/* 0x08 */ UNK_TYPE1 pad_08[0xC];
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/* 0x14 */ s16 data[REG_GROUPS * REG_PER_GROUP]; // 0xAE0 entries
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} GameInfo; // size = 0x15D4
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typedef struct {
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