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:
engineer124
2022-02-05 12:49:21 +11:00
committed by GitHub
parent bcdd99df08
commit 2104c16362
65 changed files with 969 additions and 614 deletions
+8 -8
View File
@@ -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);