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https://github.com/zeldaret/mm.git
synced 2026-05-24 23:21:26 -04:00
@@ -229,7 +229,7 @@ void func_8014CCB4(PlayState* play, s16* decodedBufPos, s32* offset, f32* arg3)
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s32 k = *offset;
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f32 f = *arg3;
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Font_LoadChar(play, 0x838B, k); // 0x838b = ル in JISX0213
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Font_LoadChar(play, 0x838B, k); // 0x838B = ル in JISX0213
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k += FONT_CHAR_TEX_SIZE;
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msgCtx->decodedBuffer.wchar[t] = 0x838B;
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t += 1;
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+4
-5
@@ -58,7 +58,7 @@ void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags) {
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} else if (mesh->format == 2) {
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func_8012E32C(play, room, flags);
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} else {
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__assert("../z_room.c", 0x3c5);
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__assert("../z_room.c", 965);
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}
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}
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@@ -85,9 +85,8 @@ s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index) {
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roomCtx->unk31 = 1;
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size = play->roomList[index].vromEnd - play->roomList[index].vromStart;
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roomCtx->activeRoomVram =
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(void*)(((s32)roomCtx->roomMemPages[roomCtx->activeMemPage] - (size + 8) * roomCtx->activeMemPage + 8) &
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0xfffffff0);
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roomCtx->activeRoomVram = (void*)(ALIGN16((u32)roomCtx->roomMemPages[roomCtx->activeMemPage] -
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(size + 8) * roomCtx->activeMemPage - 7));
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osCreateMesgQueue(&roomCtx->loadQueue, roomCtx->loadMsg, 1);
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DmaMgr_SendRequestImpl(&roomCtx->dmaRequest, roomCtx->activeRoomVram, play->roomList[index].vromStart, size, 0,
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@@ -114,7 +113,7 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
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if (((play->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) &&
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(play->sceneNum != SCENE_IKNINSIDE)) {
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play->envCtx.lightSettingOverride = 0xff;
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play->envCtx.lightSettingOverride = 0xFF;
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play->envCtx.unk_E0 = 0;
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}
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func_800FEAB0();
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+3
-3
@@ -237,9 +237,9 @@ void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd) {
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play->roomCtx.currRoom.unk3 = cmd->roomBehavior.gpFlag1;
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play->roomCtx.currRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
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play->roomCtx.currRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
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play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xa) & 1;
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play->roomCtx.currRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xb) & 1;
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play->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xc) & 1;
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play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
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play->roomCtx.currRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
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play->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xC) & 1;
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}
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// SceneTableEntry Header Command 0x0A: Mesh Header
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