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code_8012EC80.c OK and Documented + parameter_static extraction (#534)
* Match remaining functions of code_8012EC80.c * parameter_static extracted and OK * Small Progress * Documentation all over the place * Finish Documenting * Cleanup * Name more textures * Update knowledge on deku playground player name * All textures from parameter_static known now * Finish documenting and validating parameter_static * More up-to-date SaveContext docs * More docs * More cleanup * Sun -> Star * Minor touchup * More cleanup * pictograph -> pictoBox * Remove the "unused" part * More accurate name: hour lines * It's gsDPLoadTextureBlock, not gsDPSetTextureImage * Fix parameter_static and merge issues * More docs from new PRs and Parameter WIP * Missed a name * Move parameter_static to interface assets * Clean up code_8012EC80.c data * Fix comment * Add comments to parameter_static * Oops * fix merge * Missed a PR review suggestion * Fix merge
This commit is contained in:
+405
-235
@@ -1,6 +1,7 @@
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#include "global.h"
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#include "interface/parameter_static/parameter_static.h"
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// Bit Flag array in which gBitFlags[n] is literally (1 << n)
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// Bit Flag array in which gBitFlags[n] is (1 << n)
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u32 gBitFlags[] = {
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(1 << 0), (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7),
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(1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15),
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@@ -8,164 +9,225 @@ u32 gBitFlags[] = {
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(1 << 24), (1 << 25), (1 << 26), (1 << 27), (1 << 28), (1 << 29), (1 << 30), (1 << 31),
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};
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u16 gEquipMasks[] = { 0x000F, 0x00F0, 0x0F00, 0xF000 };
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u16 gEquipNegMasks[] = { 0xFFF0, 0xFF0F, 0xF0FF, 0x0FFF };
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// four-bit masks
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u16 gEquipMasks[] = {
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0xF << 0, // Sword
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0xF << 4, // Shield
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0xF << 8, // Unused (Tunic)
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0xF << 12, // Unused (Boots)
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};
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// four-bit masks
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u16 gEquipNegMasks[] = {
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~(0xF << 0), // Sword
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~(0xF << 4), // Shield
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~(0xF << 8), // Unused (Tunic)
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(u16) ~(0xF << 12), // Unused (Boots)
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};
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// 3 = two bit masks
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// 7 = three bit masks
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u32 gUpgradeMasks[] = {
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0x00000007, 0x00000038, 0x000001C0, 0x00000E00, 0x00003000, 0x0001C000, 0x000E0000, 0x00700000,
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7 << 0, // Quivers
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7 << 3, // Bomb Bags
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7 << 6, // Unused (Strength)
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7 << 9, // Unused (Scale)
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3 << 12, // Wallets
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7 << 14, // Unused (Deku Seed Bullet Bags)
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7 << 17, // Unused (Deku Stick)
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7 << 20, // Unused (Deku Nut)
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};
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// 3 = two-bit masks
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// 7 = three-bit masks
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u32 gUpgradeNegMasks[] = {
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0xFFFFFFF8, 0xFFFFFFC7, 0xFFFFFE3F, 0xFFFFF1FF, 0xFFFFCFFF, 0xFFFE3FFF, 0xFFF1FFFF, 0xFF8FFFFF,
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~(7 << 0), // Quivers
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~(7 << 3), // Bomb Bags
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~(7 << 6), // Unused (Strength)
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~(7 << 9), // Unused (Scale)
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~(3 << 12), // Wallets
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~(7 << 14), // Unused (Deku Seed Bullet Bags)
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~(7 << 17), // Unused (Deku Stick)
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~(7 << 20), // Unused (Deku Nut)
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};
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u8 gEquipShifts[] = {
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0, // Sword
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4, // Shield
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8, // Unused (Tunic)
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12, // Unused (Boots)
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};
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u8 gUpgradeShifts[] = {
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0, // Quivers
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3, // Bomb Bags
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6, // Unused (Strength)
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9, // Unused (Scale)
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12, // Wallets
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14, // Unused (Deku Seed Bullet Bags)
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17, // Unused (Deku Stick)
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20, // Unused (Deku Nut)
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};
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u8 gEquipShifts[] = { 0, 4, 8, 12 };
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u8 gUpgradeShifts[] = { 0, 3, 6, 9, 12, 14, 17, 20 };
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u16 gUpgradeCapacities[][4] = {
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{ 0, 30, 40, 50 }, // Quivers
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{ 0, 20, 30, 40 }, // Bomb Bags
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{ 0, 0, 0, 0 }, // Unused (Scale)
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{ 0, 0, 0, 0 }, // Unused (Strength)
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{ 0, 0, 0, 0 }, // Unused (Scale)
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{ 99, 200, 500, 500 }, // Wallets
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{ 0, 30, 40, 50 }, // Unused (Deku Seed Bullet Bags)
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{ 0, 10, 20, 30 }, // Unused (Deku Stick)
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{ 0, 20, 30, 40 }, // Unused (Deku Nut)
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};
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u32 gGsFlagsMask[] = { 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 };
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u32 gGsFlagsShift[] = { 0, 8, 16, 24 };
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// eight-bit masks
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u32 gGsFlagsMask[] = {
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0xFF << 0,
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0xFF << 8,
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0xFF << 16,
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0xFF << 24,
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};
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u32 gGsFlagsShift[] = {
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0,
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8,
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16,
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24,
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};
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// TODO: use symbols for these icon textures once textures are properly in C
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void* gItemIcons[] = {
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0x08000000, // ITEM_OCARINA
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0x08001000, // ITEM_BOW
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0x08002000, // ITEM_ARROW_FIRE
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0x08003000, // ITEM_ARROW_ICE
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0x08004000, // ITEM_ARROW_LIGHT
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0x08005000, // ITEM_OCARINA_FAIRY
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0x08006000, // ITEM_BOMB
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0x08007000, // ITEM_BOMBCHU
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0x08008000, // ITEM_STICK
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0x08009000, // ITEM_NUT
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0x0800A000, // ITEM_MAGIC_BEANS
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0x0800B000, // ITEM_SLINGSHOT
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0x0800C000, // ITEM_POWDER_KEG
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0x0800D000, // ITEM_PICTO_BOX
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0x0800E000, // ITEM_LENS
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0x0800F000, // ITEM_HOOKSHOT
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0x08010000, // ITEM_SWORD_GREAT_FAIRY
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0x08011000, // ITEM_LONGSHOT
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0x08012000, // ITEM_BOTTLE
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0x08013000, // ITEM_POTION_RED
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0x08014000, // ITEM_POTION_GREEN
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0x08015000, // ITEM_POTION_BLUE
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0x08016000, // ITEM_FAIRY
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0x08017000, // ITEM_DEKU_PRINCESS
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0x08018000, // ITEM_MILK_BOTTLE
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0x08019000, // ITEM_MILK_HALF
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0x0801A000, // ITEM_FISH
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0x0801B000, // ITEM_BUG
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0x0801C000, // ITEM_BLUE_FIRE
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0x0801D000, // ITEM_POE
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0x0801E000, // ITEM_BIG_POE
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0x0801F000, // ITEM_SPRING_WATER
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0x08020000, // ITEM_HOT_SPRING_WATER
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0x08021000, // ITEM_ZORA_EGG
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0x08022000, // ITEM_GOLD_DUST
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0x08023000, // ITEM_MUSHROOM
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0x08024000, // ITEM_SEA_HORSE
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0x08025000, // ITEM_CHATEAU
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0x08026000, // ITEM_HYLIAN_LOACH
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0x08027000, // ITEM_OBABA_DRINK
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0x08028000, // ITEM_MOON_TEAR
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0x08029000, // ITEM_DEED_LAND
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0x0802A000, // ITEM_DEED_SWAMP
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0x0802B000, // ITEM_DEED_MOUNTAIN
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0x0802C000, // ITEM_DEED_OCEAN
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0x0802D000, // ITEM_ROOM_KEY
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0x0802E000, // ITEM_LETTER_MAMA
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0x0802F000, // ITEM_LETTER_TO_KAFEI
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0x08030000, // ITEM_PENDANT_MEMORIES
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0x08031000, // ITEM_TINGLE_MAP
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0x08032000, // ITEM_MASK_DEKU
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0x08033000, // ITEM_MASK_GORON
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0x08034000, // ITEM_MASK_ZORA
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0x08035000, // ITEM_MASK_FIERCE_DEITY
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0x08036000, // ITEM_MASK_TRUTH
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0x08037000, // ITEM_MASK_KAFEIS_MASK
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0x08038000, // ITEM_MASK_ALL_NIGHT
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0x08039000, // ITEM_MASK_BUNNY
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0x0803A000, // ITEM_MASK_KEATON
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0x0803B000, // ITEM_MASK_GARO
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0x0803C000, // ITEM_MASK_ROMANI
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0x0803D000, // ITEM_MASK_CIRCUS_LEADER
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0x0803E000, // ITEM_MASK_POSTMAN
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0x0803F000, // ITEM_MASK_COUPLE
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0x08040000, // ITEM_MASK_GREAT_FAIRY
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0x08041000, // ITEM_MASK_GIBDO
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0x08042000, // ITEM_MASK_DON_GERO
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0x08043000, // ITEM_MASK_KAMARO
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0x08044000, // ITEM_MASK_CAPTAIN
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0x08045000, // ITEM_MASK_STONE
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0x08046000, // ITEM_MASK_BREMEN
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0x08047000, // ITEM_MASK_BLAST
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0x08048000, // ITEM_MASK_SCENTS
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0x08049000, // ITEM_MASK_GIANT
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0x0804A000, // ITEM_BOW_ARROW_FIRE
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0x0804B000, // ITEM_BOW_ARROW_ICE
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0x0804C000, // ITEM_BOW_ARROW_LIGHT
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0x0804D000, // ITEM_SWORD_KOKIRI
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0x0804E000, // ITEM_SWORD_RAZOR
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0x0804F000, // ITEM_SWORD_GILDED
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0x08050000, // ITEM_SWORD_DEITY
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0x08051000, // ITEM_SHIELD_HERO
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0x08052000, // ITEM_SHIELD_MIRROR
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0x08053000, // ITEM_QUIVER_30
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0x08054000, // ITEM_QUIVER_40
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0x08055000, // ITEM_QUIVER_50
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0x08056000, // ITEM_BOMB_BAG_20
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0x08057000, // ITEM_BOMB_BAG_30
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0x08058000, // ITEM_BOMB_BAG_40
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0x08059000, // ITEM_WALLET_DEFAULT
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0x0805A000, // ITEM_WALLET_ADULT
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0x0805B000, // ITEM_WALLET_GIANT
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0x0805C000, // ITEM_FISHING_POLE
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0x0805D000, // ITEM_REMAINS_ODOLWA
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0x0805E000, // ITEM_REMAINS_GOHT
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0x0805F000, // ITEM_REMAINS_GYORG
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0x08060000, // ITEM_REMAINS_TWINMOLD
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0x08062000, // ITEM_SONG_SONATA
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0x08062000, // ITEM_SONG_LULLABY
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0x08062000, // ITEM_SONG_NOVA
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0x08062000, // ITEM_SONG_ELEGY
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0x08062000, // ITEM_SONG_OATH
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0x08062000, // ITEM_SONG_SARIA
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0x08062000, // ITEM_SONG_TIME
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0x08062000, // ITEM_SONG_HEALING
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0x08062000, // ITEM_SONG_EPONA
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0x08062000, // ITEM_SONG_SOARING
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0x08062000, // ITEM_SONG_STORMS
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0x08062000, // ITEM_SONG_SUN
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0x08061000, // ITEM_BOMBERS_NOTEBOOK
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0x09000000, // ITEM_SKULL_TOKEN
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0x09000900, // ITEM_HEART_CONTAINER
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0x09001200, // ITEM_HEART_PIECE
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0x08062000, //
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0x08062000, //
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0x08062000, // ITEM_SONG_LULLABY_INTRO
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0x09003600, // ITEM_KEY_BOSS
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0x09004800, // ITEM_COMPASS
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0x09003F00, // ITEM_DUNGEON_MAP
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0x09005100, // ITEM_STRAY_FAIRIES
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0x09005A00, // ITEM_KEY_SMALL
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0x09006300, // ITEM_MAGIC_SMALL
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0x09006C00, // ITEM_MAGIC_LARGE
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0x08062180, // ITEM_HEART_PIECE_2
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0x08062A80, // ITEM_INVALID_1
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0x08063380, // ITEM_INVALID_2
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0x020028A0, // ITEM_INVALID_3
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0x020025A0, // ITEM_INVALID_4
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0x020027A0, // ITEM_INVALID_5
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0x020026A0, // ITEM_INVALID_6
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0x020024A0, // ITEM_INVALID_7
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0x08000000, // ITEM_OCARINA
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0x08001000, // ITEM_BOW
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0x08002000, // ITEM_ARROW_FIRE
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0x08003000, // ITEM_ARROW_ICE
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0x08004000, // ITEM_ARROW_LIGHT
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0x08005000, // ITEM_OCARINA_FAIRY
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0x08006000, // ITEM_BOMB
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0x08007000, // ITEM_BOMBCHU
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0x08008000, // ITEM_STICK
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0x08009000, // ITEM_NUT
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0x0800A000, // ITEM_MAGIC_BEANS
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0x0800B000, // ITEM_SLINGSHOT
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0x0800C000, // ITEM_POWDER_KEG
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0x0800D000, // ITEM_PICTO_BOX
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0x0800E000, // ITEM_LENS
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0x0800F000, // ITEM_HOOKSHOT
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0x08010000, // ITEM_SWORD_GREAT_FAIRY
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0x08011000, // ITEM_LONGSHOT
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0x08012000, // ITEM_BOTTLE
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0x08013000, // ITEM_POTION_RED
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0x08014000, // ITEM_POTION_GREEN
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0x08015000, // ITEM_POTION_BLUE
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0x08016000, // ITEM_FAIRY
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0x08017000, // ITEM_DEKU_PRINCESS
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0x08018000, // ITEM_MILK_BOTTLE
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0x08019000, // ITEM_MILK_HALF
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0x0801A000, // ITEM_FISH
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0x0801B000, // ITEM_BUG
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0x0801C000, // ITEM_BLUE_FIRE
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0x0801D000, // ITEM_POE
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0x0801E000, // ITEM_BIG_POE
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0x0801F000, // ITEM_SPRING_WATER
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0x08020000, // ITEM_HOT_SPRING_WATER
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0x08021000, // ITEM_ZORA_EGG
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0x08022000, // ITEM_GOLD_DUST
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0x08023000, // ITEM_MUSHROOM
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0x08024000, // ITEM_SEA_HORSE
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0x08025000, // ITEM_CHATEAU
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0x08026000, // ITEM_HYLIAN_LOACH
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0x08027000, // ITEM_OBABA_DRINK
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0x08028000, // ITEM_MOON_TEAR
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0x08029000, // ITEM_DEED_LAND
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0x0802A000, // ITEM_DEED_SWAMP
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0x0802B000, // ITEM_DEED_MOUNTAIN
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0x0802C000, // ITEM_DEED_OCEAN
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0x0802D000, // ITEM_ROOM_KEY
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0x0802E000, // ITEM_LETTER_MAMA
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0x0802F000, // ITEM_LETTER_TO_KAFEI
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0x08030000, // ITEM_PENDANT_MEMORIES
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0x08031000, // ITEM_TINGLE_MAP
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0x08032000, // ITEM_MASK_DEKU
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0x08033000, // ITEM_MASK_GORON
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0x08034000, // ITEM_MASK_ZORA
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0x08035000, // ITEM_MASK_FIERCE_DEITY
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0x08036000, // ITEM_MASK_TRUTH
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0x08037000, // ITEM_MASK_KAFEIS_MASK
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0x08038000, // ITEM_MASK_ALL_NIGHT
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0x08039000, // ITEM_MASK_BUNNY
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0x0803A000, // ITEM_MASK_KEATON
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0x0803B000, // ITEM_MASK_GARO
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0x0803C000, // ITEM_MASK_ROMANI
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0x0803D000, // ITEM_MASK_CIRCUS_LEADER
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0x0803E000, // ITEM_MASK_POSTMAN
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0x0803F000, // ITEM_MASK_COUPLE
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0x08040000, // ITEM_MASK_GREAT_FAIRY
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0x08041000, // ITEM_MASK_GIBDO
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0x08042000, // ITEM_MASK_DON_GERO
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0x08043000, // ITEM_MASK_KAMARO
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0x08044000, // ITEM_MASK_CAPTAIN
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0x08045000, // ITEM_MASK_STONE
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0x08046000, // ITEM_MASK_BREMEN
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0x08047000, // ITEM_MASK_BLAST
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0x08048000, // ITEM_MASK_SCENTS
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0x08049000, // ITEM_MASK_GIANT
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0x0804A000, // ITEM_BOW_ARROW_FIRE
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0x0804B000, // ITEM_BOW_ARROW_ICE
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0x0804C000, // ITEM_BOW_ARROW_LIGHT
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0x0804D000, // ITEM_SWORD_KOKIRI
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0x0804E000, // ITEM_SWORD_RAZOR
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0x0804F000, // ITEM_SWORD_GILDED
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0x08050000, // ITEM_SWORD_DEITY
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0x08051000, // ITEM_SHIELD_HERO
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0x08052000, // ITEM_SHIELD_MIRROR
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0x08053000, // ITEM_QUIVER_30
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0x08054000, // ITEM_QUIVER_40
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0x08055000, // ITEM_QUIVER_50
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0x08056000, // ITEM_BOMB_BAG_20
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0x08057000, // ITEM_BOMB_BAG_30
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0x08058000, // ITEM_BOMB_BAG_40
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0x08059000, // ITEM_WALLET_DEFAULT
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0x0805A000, // ITEM_WALLET_ADULT
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0x0805B000, // ITEM_WALLET_GIANT
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0x0805C000, // ITEM_FISHING_POLE
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0x0805D000, // ITEM_REMAINS_ODOLWA
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0x0805E000, // ITEM_REMAINS_GOHT
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0x0805F000, // ITEM_REMAINS_GYORG
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0x08060000, // ITEM_REMAINS_TWINMOLD
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0x08062000, // ITEM_SONG_SONATA
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0x08062000, // ITEM_SONG_LULLABY
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0x08062000, // ITEM_SONG_NOVA
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0x08062000, // ITEM_SONG_ELEGY
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0x08062000, // ITEM_SONG_OATH
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0x08062000, // ITEM_SONG_SARIA
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0x08062000, // ITEM_SONG_TIME
|
||||
0x08062000, // ITEM_SONG_HEALING
|
||||
0x08062000, // ITEM_SONG_EPONA
|
||||
0x08062000, // ITEM_SONG_SOARING
|
||||
0x08062000, // ITEM_SONG_STORMS
|
||||
0x08062000, // ITEM_SONG_SUN
|
||||
0x08061000, // ITEM_BOMBERS_NOTEBOOK
|
||||
0x09000000, // ITEM_SKULL_TOKEN
|
||||
0x09000900, // ITEM_HEART_CONTAINER
|
||||
0x09001200, // ITEM_HEART_PIECE
|
||||
0x08062000, //
|
||||
0x08062000, //
|
||||
0x08062000, // ITEM_SONG_LULLABY_INTRO
|
||||
0x09003600, // ITEM_KEY_BOSS
|
||||
0x09004800, // ITEM_COMPASS
|
||||
0x09003F00, // ITEM_DUNGEON_MAP
|
||||
0x09005100, // ITEM_STRAY_FAIRIES
|
||||
0x09005A00, // ITEM_KEY_SMALL
|
||||
0x09006300, // ITEM_MAGIC_SMALL
|
||||
0x09006C00, // ITEM_MAGIC_LARGE
|
||||
0x08062180, // ITEM_HEART_PIECE_2
|
||||
0x08062A80, // ITEM_INVALID_1
|
||||
0x08063380, // ITEM_INVALID_2
|
||||
gOcarinaCUpTex, // ITEM_INVALID_3
|
||||
gOcarinaCDownTex, // ITEM_INVALID_4
|
||||
gOcarinaCLeftTex, // ITEM_INVALID_5
|
||||
gOcarinaCRightTex, // ITEM_INVALID_6
|
||||
gOcarinaATex, // ITEM_INVALID_7
|
||||
};
|
||||
|
||||
// Used to map item IDs to inventory slots
|
||||
@@ -412,7 +474,7 @@ u16 gScenesPerRegion[11][27] = {
|
||||
},
|
||||
};
|
||||
|
||||
s32 func_8012EC80(GlobalContext* globalCtx) {
|
||||
s32 Inventory_GetBtnBItem(GlobalContext* globalCtx) {
|
||||
if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
|
||||
return ITEM_NONE;
|
||||
} else if (gSaveContext.unk_1015 == ITEM_NONE) {
|
||||
@@ -429,129 +491,237 @@ s32 func_8012EC80(GlobalContext* globalCtx) {
|
||||
}
|
||||
}
|
||||
|
||||
void func_8012ED34(s16 equipment);
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012ED34.s")
|
||||
/**
|
||||
* Only changes shield
|
||||
*/
|
||||
void Inventory_ChangeEquipment(s16 value) {
|
||||
SET_EQUIP_VALUE(EQUIP_SHIELD, value);
|
||||
}
|
||||
|
||||
u8 func_8012ED78(GlobalContext* globalCtx, s16 equipment);
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012ED78.s")
|
||||
/**
|
||||
* Only deletes shield, equipment argument unused and is a remnant of OoT
|
||||
*/
|
||||
u8 Inventory_DeleteEquipment(GlobalContext* globalCtx, s16 equipment) {
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
|
||||
void func_8012EDE8(s16 arg0, u32 arg1);
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012EDE8.s")
|
||||
if (CUR_EQUIP_VALUE_VOID(EQUIP_SHIELD) != 0) {
|
||||
SET_EQUIP_VALUE(EQUIP_SHIELD, 0);
|
||||
Player_SetEquipmentData(globalCtx, player);
|
||||
return true;
|
||||
}
|
||||
|
||||
s32 func_8012EE34(s16 arg0) {
|
||||
s16 num = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (arg0 >= 0x20) {
|
||||
if (arg0 < 0x40) {
|
||||
num = 1;
|
||||
} else if (arg0 < 0x60) {
|
||||
num = 2;
|
||||
} else if (arg0 < 0x80) {
|
||||
num = 3;
|
||||
} else if (arg0 < 0xA0) {
|
||||
num = 4;
|
||||
} else if (arg0 < 0xC0) {
|
||||
num = 5;
|
||||
} else if (arg0 < 0xE0) {
|
||||
num = 6;
|
||||
void Inventory_ChangeUpgrade(s16 upgrade, u32 value) {
|
||||
u32 upgrades = gSaveContext.inventory.upgrades;
|
||||
|
||||
upgrades &= gUpgradeNegMasks[upgrade];
|
||||
upgrades |= value << gUpgradeShifts[upgrade];
|
||||
|
||||
gSaveContext.inventory.upgrades = upgrades;
|
||||
}
|
||||
|
||||
s32 Inventory_IsMapVisible(s16 sceneNum) {
|
||||
s16 index = 0;
|
||||
|
||||
/**
|
||||
* a single index of scenesVisible can only hold 32 bits. So for every 32 scenes in the scene enum,
|
||||
* increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible,
|
||||
* 224 bits were allocated to this although there are only 112 scenes
|
||||
*/
|
||||
if (sceneNum >= 0x20) {
|
||||
if (sceneNum < 0x40) {
|
||||
index = 1;
|
||||
} else if (sceneNum < 0x60) {
|
||||
index = 2;
|
||||
} else if (sceneNum < 0x80) {
|
||||
index = 3;
|
||||
} else if (sceneNum < 0xA0) {
|
||||
index = 4;
|
||||
} else if (sceneNum < 0xC0) {
|
||||
index = 5;
|
||||
} else if (sceneNum < 0xE0) {
|
||||
index = 6;
|
||||
}
|
||||
}
|
||||
|
||||
if (gSaveContext.roomInf[125][num] & gBitFlags[arg0 - (num << 5)]) {
|
||||
return 1;
|
||||
if (gSaveContext.scenesVisible[index] & gBitFlags[sceneNum - (index << 5)]) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
static u16 D_801C2380[6][12] = {
|
||||
{ SCENE_00KEIKOKU, SCENE_BOTI, SCENE_13HUBUKINOMITI, SCENE_24KEMONOMITI, SCENE_IKANAMAE, SCENE_TOWN, SCENE_ICHIBA,
|
||||
SCENE_BACKTOWN, SCENE_CLOCKTOWER, SCENE_ALLEY, -1 },
|
||||
{ SCENE_20SICHITAI, SCENE_20SICHITAI2, SCENE_21MITURINMAE, SCENE_22DEKUCITY, SCENE_DEKU_KING, SCENE_KINSTA1, -1 },
|
||||
{ SCENE_10YUKIYAMANOMURA, SCENE_10YUKIYAMANOMURA2, SCENE_11GORONNOSATO, SCENE_11GORONNOSATO2, SCENE_16GORON_HOUSE,
|
||||
SCENE_12HAKUGINMAE, SCENE_14YUKIDAMANOMITI, SCENE_GORONRACE, SCENE_17SETUGEN, SCENE_17SETUGEN2, -1 },
|
||||
{ SCENE_F01, SCENE_ROMANYMAE, SCENE_OMOYA, SCENE_F01C, SCENE_F01_B, SCENE_KOEPONARACE, -1 },
|
||||
{ SCENE_30GYOSON, SCENE_SINKAI, SCENE_31MISAKI, SCENE_TORIDE, SCENE_KAIZOKU, SCENE_33ZORACITY, SCENE_35TAKI, -1 },
|
||||
{ SCENE_F40, SCENE_F41, SCENE_CASTLE, SCENE_IKANA, SCENE_REDEAD, -1 },
|
||||
static u16 sScenesPerTingleMap[6][12] = {
|
||||
{
|
||||
// Clock Town Tingle Map
|
||||
SCENE_00KEIKOKU,
|
||||
SCENE_BOTI,
|
||||
SCENE_13HUBUKINOMITI,
|
||||
SCENE_24KEMONOMITI,
|
||||
SCENE_IKANAMAE,
|
||||
SCENE_TOWN,
|
||||
SCENE_ICHIBA,
|
||||
SCENE_BACKTOWN,
|
||||
SCENE_CLOCKTOWER,
|
||||
SCENE_ALLEY,
|
||||
-1,
|
||||
},
|
||||
{
|
||||
// Woodfall Tingle Map
|
||||
SCENE_20SICHITAI,
|
||||
SCENE_20SICHITAI2,
|
||||
SCENE_21MITURINMAE,
|
||||
SCENE_22DEKUCITY,
|
||||
SCENE_DEKU_KING,
|
||||
SCENE_KINSTA1,
|
||||
-1,
|
||||
},
|
||||
{
|
||||
// Snowhead Tingle Map
|
||||
SCENE_10YUKIYAMANOMURA,
|
||||
SCENE_10YUKIYAMANOMURA2,
|
||||
SCENE_11GORONNOSATO,
|
||||
SCENE_11GORONNOSATO2,
|
||||
SCENE_16GORON_HOUSE,
|
||||
SCENE_12HAKUGINMAE,
|
||||
SCENE_14YUKIDAMANOMITI,
|
||||
SCENE_GORONRACE,
|
||||
SCENE_17SETUGEN,
|
||||
SCENE_17SETUGEN2,
|
||||
-1,
|
||||
},
|
||||
{
|
||||
// Romani Ranch Tingle Map
|
||||
SCENE_F01,
|
||||
SCENE_ROMANYMAE,
|
||||
SCENE_OMOYA,
|
||||
SCENE_F01C,
|
||||
SCENE_F01_B,
|
||||
SCENE_KOEPONARACE,
|
||||
-1,
|
||||
},
|
||||
{
|
||||
// Great Bay Tingle Map
|
||||
SCENE_30GYOSON,
|
||||
SCENE_SINKAI,
|
||||
SCENE_31MISAKI,
|
||||
SCENE_TORIDE,
|
||||
SCENE_KAIZOKU,
|
||||
SCENE_33ZORACITY,
|
||||
SCENE_35TAKI,
|
||||
-1,
|
||||
},
|
||||
{
|
||||
// Stone Tower Tingle Map
|
||||
SCENE_F40,
|
||||
SCENE_F41,
|
||||
SCENE_CASTLE,
|
||||
SCENE_IKANA,
|
||||
SCENE_REDEAD,
|
||||
-1,
|
||||
},
|
||||
};
|
||||
|
||||
void func_8012EF0C(s16 arg0) {
|
||||
s16 phi_v0 = 0;
|
||||
s16 phi_v1 = 0;
|
||||
u16(*new_var)[] = &D_801C2380[arg0];
|
||||
/**
|
||||
* Map visibility is achieved by purchasing a tingle map
|
||||
*/
|
||||
void Inventory_SetMapVisibility(s16 tingleIndex) {
|
||||
s16 i = 0;
|
||||
s16 index = 0;
|
||||
u16(*tingleMapSceneIndices)[] = &sScenesPerTingleMap[tingleIndex];
|
||||
|
||||
if ((arg0 >= 0) && (arg0 < 6)) {
|
||||
if ((tingleIndex >= 0) && (tingleIndex < 6)) {
|
||||
while (true) {
|
||||
if ((*new_var)[phi_v0] == 0xFFFF) {
|
||||
if ((*tingleMapSceneIndices)[i] == 0xFFFF) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (((s16)(*new_var)[phi_v0]) < 0x20) {
|
||||
phi_v1 = 0;
|
||||
} else if (((s16)(*new_var)[phi_v0]) < 0x40) {
|
||||
phi_v1 = 1;
|
||||
} else if (((s16)(*new_var)[phi_v0]) < 0x60) {
|
||||
phi_v1 = 2;
|
||||
} else if (((s16)(*new_var)[phi_v0]) < 0x80) {
|
||||
phi_v1 = 3;
|
||||
} else if (((s16)(*new_var)[phi_v0]) < 0xA0) {
|
||||
phi_v1 = 4;
|
||||
} else if (((s16)(*new_var)[phi_v0]) < 0xC0) {
|
||||
phi_v1 = 5;
|
||||
} else if (((s16)(*new_var)[phi_v0]) < 0xE0) {
|
||||
phi_v1 = 6;
|
||||
/**
|
||||
* a single index of scenesVisible can only hold 32 bits. So for every 32 scenes in the scene enum,
|
||||
* increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible,
|
||||
* 224 bits were allocated to this although there are only 112 scenes
|
||||
*/
|
||||
if (((s16)(*tingleMapSceneIndices)[i]) < 0x20) {
|
||||
index = 0;
|
||||
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x40) {
|
||||
index = 1;
|
||||
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x60) {
|
||||
index = 2;
|
||||
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0x80) {
|
||||
index = 3;
|
||||
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xA0) {
|
||||
index = 4;
|
||||
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xC0) {
|
||||
index = 5;
|
||||
} else if (((s16)(*tingleMapSceneIndices)[i]) < 0xE0) {
|
||||
index = 6;
|
||||
}
|
||||
|
||||
// Required to match
|
||||
gSaveContext.roomInf[125][phi_v1] =
|
||||
gSaveContext.roomInf[125][phi_v1] | gBitFlags[(s16)(*new_var)[phi_v0] - (phi_v1 << 5)];
|
||||
phi_v0++;
|
||||
gSaveContext.scenesVisible[index] =
|
||||
gSaveContext.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIndices)[i] - (index << 5)];
|
||||
i++;
|
||||
}
|
||||
|
||||
if ((*new_var) == D_801C2380[0]) {
|
||||
gSaveContext.unk_F60 |= 3;
|
||||
} else if ((*new_var) == D_801C2380[1]) {
|
||||
gSaveContext.unk_F60 |= 0x1C;
|
||||
} else if ((*new_var) == D_801C2380[2]) {
|
||||
gSaveContext.unk_F60 |= 0xE0;
|
||||
} else if ((*new_var) == D_801C2380[3]) {
|
||||
gSaveContext.unk_F60 |= 0x100;
|
||||
} else if ((*new_var) == D_801C2380[4]) {
|
||||
gSaveContext.unk_F60 |= 0x1E00;
|
||||
} else if ((*new_var) == D_801C2380[5]) {
|
||||
gSaveContext.unk_F60 |= 0x6000;
|
||||
if ((*tingleMapSceneIndices) == sScenesPerTingleMap[0]) {
|
||||
gSaveContext.mapsVisible |= 3;
|
||||
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[1]) {
|
||||
gSaveContext.mapsVisible |= 0x1C;
|
||||
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[2]) {
|
||||
gSaveContext.mapsVisible |= 0xE0;
|
||||
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[3]) {
|
||||
gSaveContext.mapsVisible |= 0x100;
|
||||
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[4]) {
|
||||
gSaveContext.mapsVisible |= 0x1E00;
|
||||
} else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[5]) {
|
||||
gSaveContext.mapsVisible |= 0x6000;
|
||||
}
|
||||
}
|
||||
|
||||
XREG(95) = 0;
|
||||
}
|
||||
|
||||
void func_8012F0EC(s16 arg0);
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F0EC.s")
|
||||
/**
|
||||
* Also stores the players filename into dekuPlaygroundPlayerName
|
||||
*/
|
||||
void Inventory_SaveDekuPlaygroundHighScore(s16 timerId) {
|
||||
s16 i;
|
||||
|
||||
#ifdef NON_MATCHING
|
||||
// regalloc
|
||||
void func_8012F1BC(s16 sceneIndex) {
|
||||
if (sceneIndex == SCENE_KINSTA1) {
|
||||
gSaveContext.roomInf[126][0] = ((((gSaveContext.roomInf[126][0] & 0xFFFF0000) >> 0x10) + 1) << 0x10) |
|
||||
(gSaveContext.roomInf[126][0] & 0xFFFF);
|
||||
} else {
|
||||
gSaveContext.roomInf[126][0] =
|
||||
((gSaveContext.roomInf[126][0] + 1) & 0xFFFF) | (gSaveContext.roomInf[126][0] & 0xFFFF0000);
|
||||
}
|
||||
}
|
||||
#else
|
||||
void func_8012F1BC(s16 arg0);
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F1BC.s")
|
||||
#endif
|
||||
gSaveContext.dekuPlaygroundHighScores[CURRENT_DAY - 1] = gSaveContext.unk_3DE0[timerId];
|
||||
|
||||
s16 func_8012F22C(s16 sceneIndex) {
|
||||
if (sceneIndex == SCENE_KINSTA1) {
|
||||
return (gSaveContext.roomInf[126][0] & 0xFFFF0000) >> 0x10;
|
||||
} else {
|
||||
return gSaveContext.roomInf[126][0] & 0xFFFF;
|
||||
for (i = 0; i < 8; i++) {
|
||||
gSaveContext.inventory.dekuPlaygroundPlayerName[CURRENT_DAY - 1][i] = gSaveContext.playerName[i];
|
||||
}
|
||||
}
|
||||
|
||||
void func_8012F278(GlobalContext* globalCtx);
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F278.s")
|
||||
void Inventory_IncrementSkullTokenCount(s16 sceneIndex) {
|
||||
if (sceneIndex == SCENE_KINSTA1) {
|
||||
// Swamp Spider House (increment high bits of skullTokenCount)
|
||||
gSaveContext.skullTokenCount = ((u16)(((gSaveContext.skullTokenCount & 0xFFFF0000) >> 0x10) + 1) << 0x10) |
|
||||
(gSaveContext.skullTokenCount & 0xFFFF);
|
||||
} else {
|
||||
// Ocean Spider House (increment low bits of skullTokenCount)
|
||||
gSaveContext.skullTokenCount =
|
||||
(((u16)gSaveContext.skullTokenCount + 1) & 0xFFFF) | (gSaveContext.skullTokenCount & 0xFFFF0000);
|
||||
}
|
||||
}
|
||||
|
||||
s16 Inventory_GetSkullTokenCount(s16 sceneIndex) {
|
||||
if (sceneIndex == SCENE_KINSTA1) {
|
||||
// Swamp Spider House
|
||||
return (gSaveContext.skullTokenCount & 0xFFFF0000) >> 0x10;
|
||||
} else {
|
||||
// Ocean Spider House
|
||||
return gSaveContext.skullTokenCount & 0xFFFF;
|
||||
}
|
||||
}
|
||||
|
||||
void Inventory_SaveLotteryCodeGuess(GlobalContext* globalCtx) {
|
||||
u16 lotteryCodeGuess;
|
||||
|
||||
lotteryCodeGuess = ((globalCtx->msgCtx.unk12054 & 0xF) << 8); // First Digit
|
||||
lotteryCodeGuess |= ((globalCtx->msgCtx.unk12056 & 0xF) << 4); // Second Digit
|
||||
lotteryCodeGuess |= (globalCtx->msgCtx.unk12058 & 0xF); // Third Digit
|
||||
gSaveContext.lotteryCodeGuess = (gSaveContext.lotteryCodeGuess & 0xFFFF0000) | (lotteryCodeGuess & 0xFFFF);
|
||||
}
|
||||
|
||||
+8
-8
@@ -2233,11 +2233,11 @@ void func_800B9120(ActorContext* actorCtx) {
|
||||
|
||||
void Actor_InitContext(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry* actorEntry) {
|
||||
ActorOverlay* overlayEntry;
|
||||
u32* cycleFlags;
|
||||
CycleSceneFlags* cycleFlags;
|
||||
s32 i;
|
||||
|
||||
gSaveContext.weekEventReg[92] |= 0x80;
|
||||
cycleFlags = gSaveContext.cycleSceneFlags[convert_scene_number_among_shared_scenes(globalCtx->sceneNum)];
|
||||
cycleFlags = &gSaveContext.cycleSceneFlags[convert_scene_number_among_shared_scenes(globalCtx->sceneNum)];
|
||||
|
||||
bzero(actorCtx, sizeof(ActorContext));
|
||||
ActorOverlayTable_Init();
|
||||
@@ -2251,14 +2251,14 @@ void Actor_InitContext(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEn
|
||||
overlayEntry++;
|
||||
}
|
||||
|
||||
actorCtx->flags.chest = cycleFlags[0];
|
||||
actorCtx->flags.switches[0] = cycleFlags[1];
|
||||
actorCtx->flags.switches[1] = cycleFlags[2];
|
||||
actorCtx->flags.chest = cycleFlags->chest;
|
||||
actorCtx->flags.switches[0] = cycleFlags->swch0;
|
||||
actorCtx->flags.switches[1] = cycleFlags->swch1;
|
||||
if (globalCtx->sceneNum == SCENE_INISIE_R) {
|
||||
cycleFlags = gSaveContext.cycleSceneFlags[globalCtx->sceneNum];
|
||||
cycleFlags = &gSaveContext.cycleSceneFlags[globalCtx->sceneNum];
|
||||
}
|
||||
actorCtx->flags.collectible[0] = cycleFlags[4];
|
||||
actorCtx->flags.clearedRoom = cycleFlags[3];
|
||||
actorCtx->flags.collectible[0] = cycleFlags->collectible;
|
||||
actorCtx->flags.clearedRoom = cycleFlags->clearedRoom;
|
||||
|
||||
TitleCard_ContextInit(&globalCtx->state, &actorCtx->titleCtxt);
|
||||
func_800B6468(globalCtx);
|
||||
|
||||
+19
-21
@@ -1,4 +1,5 @@
|
||||
#include "global.h"
|
||||
#include "interface/parameter_static/parameter_static.h"
|
||||
|
||||
static s16 sHeartsPrimColors[3][3] = { { 255, 70, 50 }, { 255, 190, 0 }, { 100, 100, 255 } };
|
||||
static s16 sHeartsEnvColors[3][3] = { { 50, 40, 60 }, { 255, 0, 0 }, { 0, 0, 255 } };
|
||||
@@ -14,24 +15,21 @@ s16 sBeatingHeartsDDEnv[3];
|
||||
s16 sHeartsDDPrim[2][3];
|
||||
s16 sHeartsDDEnv[2][3];
|
||||
|
||||
extern TexturePtr D_02000000; // Empty heart texture
|
||||
extern TexturePtr D_02000100; // Quarter Heart Texture
|
||||
extern TexturePtr D_02000200; // Half Heart Texture
|
||||
extern TexturePtr D_02000300; // Three Quarter Heart Texture
|
||||
extern TexturePtr D_02000400; // Full heart texture
|
||||
extern TexturePtr D_02000500; // Empty Double Defense Heart texture
|
||||
extern TexturePtr D_02000600; // Quarter Double Defense Heart Texture
|
||||
extern TexturePtr D_02000700; // Half Double Defense Heart Texture
|
||||
extern TexturePtr D_02000800; // Three Quarter Double Defense Heart Texture
|
||||
extern TexturePtr D_02000900; // Full Double Defense Heart texture
|
||||
TexturePtr HeartTextures[] = {
|
||||
gHeartFullTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex,
|
||||
gHeartQuarterTex, gHeartQuarterTex, gHeartHalfTex, gHeartHalfTex,
|
||||
gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartThreeQuarterTex,
|
||||
gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex,
|
||||
};
|
||||
|
||||
TexturePtr HeartTextures[] = { &D_02000400, &D_02000100, &D_02000100, &D_02000100, &D_02000100, &D_02000100,
|
||||
&D_02000200, &D_02000200, &D_02000200, &D_02000200, &D_02000200, &D_02000300,
|
||||
&D_02000300, &D_02000300, &D_02000300, &D_02000300 };
|
||||
|
||||
TexturePtr HeartDDTextures[] = { &D_02000900, &D_02000600, &D_02000600, &D_02000600, &D_02000600, &D_02000600,
|
||||
&D_02000700, &D_02000700, &D_02000700, &D_02000700, &D_02000700, &D_02000800,
|
||||
&D_02000800, &D_02000800, &D_02000800, &D_02000800 };
|
||||
TexturePtr HeartDDTextures[] = {
|
||||
gDefenseHeartFullTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex,
|
||||
gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex,
|
||||
gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartHalfTex,
|
||||
gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartThreeQuarterTex,
|
||||
gDefenseHeartThreeQuarterTex, gDefenseHeartThreeQuarterTex, gDefenseHeartThreeQuarterTex,
|
||||
gDefenseHeartThreeQuarterTex,
|
||||
};
|
||||
|
||||
void LifeMeter_Init(GlobalContext* globalCtx) {
|
||||
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
|
||||
@@ -276,11 +274,11 @@ void LifeMeter_Draw(GlobalContext* globalCtx) {
|
||||
}
|
||||
|
||||
if (i < fullHeartCount) {
|
||||
heartTex = &D_02000400;
|
||||
heartTex = gHeartFullTex;
|
||||
} else if (i == fullHeartCount) {
|
||||
heartTex = HeartTextures[fractionHeartCount];
|
||||
} else {
|
||||
heartTex = &D_02000000;
|
||||
heartTex = gHeartEmptyTex;
|
||||
}
|
||||
} else {
|
||||
if (i < fullHeartCount) {
|
||||
@@ -316,11 +314,11 @@ void LifeMeter_Draw(GlobalContext* globalCtx) {
|
||||
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[1][0], sHeartsDDEnv[1][1], sHeartsDDEnv[1][2], 255);
|
||||
}
|
||||
if (i < fullHeartCount) {
|
||||
heartTex = &D_02000900;
|
||||
heartTex = gDefenseHeartFullTex;
|
||||
} else if (i == fullHeartCount) {
|
||||
heartTex = HeartDDTextures[fractionHeartCount];
|
||||
} else {
|
||||
heartTex = &D_02000500;
|
||||
heartTex = gDefenseHeartEmptyTex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -72,9 +72,9 @@
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_parameter/func_80114CA0.s")
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_parameter/func_80114E90.s")
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_parameter/Interface_HasEmptyBottle.s")
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_parameter/func_80114F2C.s")
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_parameter/Interface_HasItemInBottle.s")
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_parameter/func_80114FD0.s")
|
||||
|
||||
|
||||
@@ -68,7 +68,7 @@
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80123C58.s")
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80123C90.s")
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/Player_SetEquipmentData.s")
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/code/z_player_lib/func_80123D50.s")
|
||||
|
||||
|
||||
+18
-15
@@ -388,17 +388,17 @@ void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
|
||||
}
|
||||
|
||||
if (cmd->timeSettings.unk6 != 0xFF) {
|
||||
globalCtx->envCtx.unk_2 = cmd->timeSettings.unk6;
|
||||
globalCtx->envCtx.timeIncrement = cmd->timeSettings.unk6;
|
||||
} else {
|
||||
globalCtx->envCtx.unk_2 = 0;
|
||||
globalCtx->envCtx.timeIncrement = 0;
|
||||
}
|
||||
|
||||
if ((gSaveContext.inventory.items[SLOT_OCARINA] == ITEM_NONE) && (globalCtx->envCtx.unk_2 != 0)) {
|
||||
globalCtx->envCtx.unk_2 = 5;
|
||||
if ((gSaveContext.inventory.items[SLOT_OCARINA] == ITEM_NONE) && (globalCtx->envCtx.timeIncrement != 0)) {
|
||||
globalCtx->envCtx.timeIncrement = 5;
|
||||
}
|
||||
|
||||
if (gSaveContext.unk_3F58 == 0) {
|
||||
REG(15) = globalCtx->envCtx.unk_2;
|
||||
if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
|
||||
REG(15) = globalCtx->envCtx.timeIncrement;
|
||||
}
|
||||
|
||||
dayTime = gSaveContext.time;
|
||||
@@ -408,17 +408,20 @@ void Scene_HeaderCmdTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
|
||||
dayTime = gSaveContext.time;
|
||||
globalCtx->envCtx.unk_C = (Math_CosS(dayTime - 0x8000) * 20.0f) * 25.0f;
|
||||
|
||||
if (globalCtx->envCtx.unk_2 == 0 && gSaveContext.cutscene < 0xFFF0) {
|
||||
if (globalCtx->envCtx.timeIncrement == 0 && gSaveContext.cutscene < 0xFFF0) {
|
||||
gSaveContext.environmentTime = gSaveContext.time;
|
||||
|
||||
if (gSaveContext.environmentTime >= 0x2AAA && gSaveContext.environmentTime < 0x4555) {
|
||||
gSaveContext.environmentTime = 0x3555;
|
||||
} else if (gSaveContext.environmentTime >= 0x4555 && gSaveContext.environmentTime < 0x5555) {
|
||||
gSaveContext.environmentTime = 0x5555;
|
||||
} else if (gSaveContext.environmentTime >= 0xAAAA && gSaveContext.environmentTime < 0xB555) {
|
||||
gSaveContext.environmentTime = 0xB555;
|
||||
} else if (gSaveContext.environmentTime >= 0xC000 && gSaveContext.environmentTime < 0xCAAA) {
|
||||
gSaveContext.environmentTime = 0xCAAA;
|
||||
if (gSaveContext.environmentTime >= CLOCK_TIME(4, 0) && gSaveContext.environmentTime < CLOCK_TIME(6, 30)) {
|
||||
gSaveContext.environmentTime = CLOCK_TIME(5, 0);
|
||||
} else if (gSaveContext.environmentTime >= CLOCK_TIME(6, 30) &&
|
||||
gSaveContext.environmentTime < CLOCK_TIME(8, 0)) {
|
||||
gSaveContext.environmentTime = CLOCK_TIME(8, 0);
|
||||
} else if (gSaveContext.environmentTime >= CLOCK_TIME(16, 0) &&
|
||||
gSaveContext.environmentTime < CLOCK_TIME(17, 0)) {
|
||||
gSaveContext.environmentTime = CLOCK_TIME(17, 0);
|
||||
} else if (gSaveContext.environmentTime >= CLOCK_TIME(18, 0) &&
|
||||
gSaveContext.environmentTime < CLOCK_TIME(19, 0)) {
|
||||
gSaveContext.environmentTime = CLOCK_TIME(19, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+19
-19
@@ -12,8 +12,8 @@ s32 func_8013A240(GlobalContext* globalCtx) {
|
||||
s32 seen;
|
||||
s32 count = 0;
|
||||
|
||||
gSaveContext.roomInf[123][3] = 0;
|
||||
gSaveContext.roomInf[123][4] = 0;
|
||||
gSaveContext.pictoFlags0 = 0;
|
||||
gSaveContext.pictoFlags1 = 0;
|
||||
|
||||
if (globalCtx->sceneNum == SCENE_20SICHITAI) {
|
||||
func_8013A41C(1);
|
||||
@@ -76,19 +76,19 @@ s32 func_8013A240(GlobalContext* globalCtx) {
|
||||
|
||||
void func_8013A41C(s32 flag) {
|
||||
if (flag < 0x20) {
|
||||
gSaveContext.roomInf[123][3] |= (1 << flag);
|
||||
gSaveContext.pictoFlags0 |= (1 << flag);
|
||||
} else {
|
||||
flag &= 0x1F;
|
||||
gSaveContext.roomInf[123][4] |= (1 << flag);
|
||||
gSaveContext.pictoFlags1 |= (1 << flag);
|
||||
}
|
||||
}
|
||||
|
||||
void func_8013A46C(s32 flag) {
|
||||
if (flag < 0x20) {
|
||||
gSaveContext.roomInf[123][3] &= ~(1 << flag);
|
||||
gSaveContext.pictoFlags0 &= ~(1 << flag);
|
||||
} else {
|
||||
flag &= 0x1F;
|
||||
gSaveContext.roomInf[123][4] &= ~(1 << flag);
|
||||
gSaveContext.pictoFlags1 &= ~(1 << flag);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,10 +96,10 @@ u32 func_8013A4C4(s32 flag) {
|
||||
SaveContext* saveCtx = &gSaveContext;
|
||||
|
||||
if (flag < 0x20) {
|
||||
return saveCtx->roomInf[123][3] & (1 << flag);
|
||||
return saveCtx->pictoFlags0 & (1 << flag);
|
||||
} else {
|
||||
flag &= 0x1F;
|
||||
return saveCtx->roomInf[123][4] & (1 << flag);
|
||||
return saveCtx->pictoFlags1 & (1 << flag);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,36 +123,36 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
|
||||
|
||||
distance = OLib_Vec3fDist(pos, &camera->eye);
|
||||
if ((distance < distanceMin) || (distanceMax < distance)) {
|
||||
func_8013A41C(0x3f);
|
||||
ret = 0x3f;
|
||||
func_8013A41C(0x3F);
|
||||
ret = 0x3F;
|
||||
}
|
||||
|
||||
x = func_8013A504(func_800DFCB4(camera) + rot->x);
|
||||
y = func_8013A504(func_800DFCDC(camera) - (s16)(rot->y - 0x7FFF));
|
||||
if ((0 < angleError) && ((angleError < x) || (angleError < y))) {
|
||||
func_8013A41C(0x3e);
|
||||
ret |= 0x3e;
|
||||
func_8013A41C(0x3E);
|
||||
ret |= 0x3E;
|
||||
}
|
||||
|
||||
Actor_GetProjectedPos(globalCtx, pos, &screenSpace, &distance);
|
||||
x = (s16)(screenSpace.x * distance * 160.0f + 160.0f) - 85;
|
||||
y = (s16)(screenSpace.y * distance * -120.0f + 120.0f) - 67;
|
||||
if ((x < 0) || (0x96 < x) || (y < 0) || (0x69 < y)) {
|
||||
func_8013A41C(0x3d);
|
||||
ret |= 0x3d;
|
||||
func_8013A41C(0x3D);
|
||||
ret |= 0x3D;
|
||||
}
|
||||
|
||||
if (BgCheck_ProjectileLineTest(&globalCtx->colCtx, pos, &camera->eye, &screenSpace, &poly, true, true, true, true,
|
||||
&bgId)) {
|
||||
func_8013A41C(0x3c);
|
||||
ret |= 0x3c;
|
||||
func_8013A41C(0x3C);
|
||||
ret |= 0x3C;
|
||||
}
|
||||
|
||||
actors[0] = actor;
|
||||
actors[1] = &GET_PLAYER(globalCtx)->actor;
|
||||
if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colChkCtx, pos, &camera->eye, actors, 2) != 0) {
|
||||
func_8013A41C(0x3b);
|
||||
ret |= 0x3b;
|
||||
if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colChkCtx, pos, &camera->eye, actors, 2)) {
|
||||
func_8013A41C(0x3B);
|
||||
ret |= 0x3B;
|
||||
}
|
||||
|
||||
if (ret == 0) {
|
||||
|
||||
Reference in New Issue
Block a user