z_map decompiled (#1032)

* First batch of functions

* more ok

* z_map_data OK

* More OKs, MinimapList ZAPD breaking change

* func_80103A58 improvements, more OK

* func_80106D5C and func_801091F0 decomped

* func_801031D0 decomped and some fixes

* house cleaning, more OKs more decomp

* Even more OKs

* func_80105C40 almost OK, more OKs

* func_80108AF8 OK and more

* All functions attempted

* func_8010534C OK

* Start documentation, rename DoorCtx

* More OKs, split map_data.data, more doc

* incremental clean-up, more function names

* more function names

* func_801068FC OK

* old uncommitted changes

* minor tweaks

* implement easy fixes

* more fixes

* z_map_disp OK, implement more suggestions

* delete utility program

* migrate data

* TransiActor ->TransitionActor

* Major documentation pass

* first pass of changes

* warning fix attempt, revert ZFile.cpp

* Fix FAKE match

* Easy fixes

* implement gDPLoadTextureBlock_Runtime

* z_demo bss patch

* Extract white square texture

* Implement more suggestions

* rework MapIndex/DungeonIndex

* revert dungeonSceneIndex -> mapIndex in some spots, implement suggestions

* more suggestions

* minor nits

* fix #include
This commit is contained in:
mzxrules
2024-06-20 21:21:37 -04:00
committed by GitHub
parent b55f8ffe6e
commit 2c680efa91
46 changed files with 3309 additions and 880 deletions
+3 -3
View File
@@ -3413,9 +3413,9 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
}
void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
TransitionActorEntry* transitionActorList = play->doorCtx.transitionActorList;
TransitionActorEntry* transitionActorList = play->transitionActors.list;
s32 i;
s16 numTransitionActors = play->doorCtx.numTransitionActors;
s16 numTransitionActors = play->transitionActors.count;
for (i = 0; i < numTransitionActors; transitionActorList++, i++) {
if (transitionActorList->id >= 0) {
@@ -3434,7 +3434,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
transitionActorList->rotY & 0x7F, HALFDAYBIT_ALL, 0) != NULL) {
transitionActorList->id = -transitionActorList->id;
}
numTransitionActors = play->doorCtx.numTransitionActors;
numTransitionActors = play->transitionActors.count;
}
}
}