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More work on z_scene_proc.c 31/36 matching, 3 non-matching, 2 not attempted
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+41
-3
@@ -48,7 +48,7 @@ typedef struct {
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typedef struct {
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/* 0x0 */ s8 segment;
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/* 0x2 */ s16 type;
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/* 0x4 */ u32 params;
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/* 0x4 */ void* params;
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} AnimatedTexture;
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typedef struct {
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@@ -188,6 +188,12 @@ typedef struct {
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/* 0x10 */ u32 collectibleFlags;
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} CycleSceneFlags;
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typedef struct {
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/* 0x0 */ u16 cycleLength;
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/* 0x4 */ Gfx** textureDls;
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/* 0x8 */ u8* textureDlOffsets;
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} CyclingTextureParams;
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typedef struct {
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/* 0x0 */ u32 size;
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/* 0x4 */ void* unk4;
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@@ -308,6 +314,14 @@ typedef struct {
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/* 0x7 */ u8 unk7;
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} FireObjLightParams;
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typedef struct {
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/* 0x0 */ u8 red;
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/* 0x1 */ u8 green;
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/* 0x2 */ u8 blue;
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/* 0x3 */ u8 alpha;
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/* 0x4 */ u8 lodFrac;
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} FlashingTexturePrimColor;
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// Font textures are loaded into here
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typedef struct {
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/* 0x0000 */ u8 unk0[2][120][128];
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@@ -442,6 +456,13 @@ typedef struct {
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/* 0x2 */ u8 blue;
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} RGB;
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typedef struct {
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/* 0x0 */ u8 red;
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/* 0x1 */ u8 green;
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/* 0x2 */ u8 blue;
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/* 0x3 */ u8 alpha;
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} RGBA8;
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typedef struct {
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/* 0x00 */ s16 intPart[16];
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/* 0x20 */ u16 fracPart[16];
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@@ -538,12 +559,19 @@ typedef struct {
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/* 0x0 */ u32 romStart;
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/* 0x4 */ u32 romEnd;
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/* 0x8 */ UNK_TYPE1 pad8[3];
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/* 0xB */ u8 unkB;
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/* 0xB */ u8 sceneConfig; // TODO: This at least controls the behavior of animated textures. Does it do more?
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/* 0xC */ UNK_TYPE1 padC[1];
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/* 0xD */ u8 unkD;
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/* 0xE */ UNK_TYPE1 padE[2];
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} SceneTableEntry;
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typedef struct {
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/* 0x0 */ s8 xStep;
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/* 0x1 */ s8 yStep;
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/* 0x2 */ u8 width;
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/* 0x3 */ u8 height;
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} ScrollingTextureParams;
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typedef struct {
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/* 0x0 */ s8 letterboxTarget;
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/* 0x1 */ s8 letterboxMagnitude;
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@@ -892,6 +920,14 @@ typedef union {
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/* 0x0 */ F3DVertexNormal normal;
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} F3DVertex;
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typedef struct {
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/* 0x0 */ u16 cycleLength;
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/* 0x2 */ u16 numKeyFrames;
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/* 0x4 */ FlashingTexturePrimColor* primColors;
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/* 0x8 */ RGBA8* envColors;
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/* 0xC */ u16* keyFrames;
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} FlashingTextureParams;
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typedef struct {
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/* 0x00 */ u32 ramLocation;
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/* 0x04 */ u32 vromStart;
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@@ -1564,6 +1600,8 @@ typedef struct {
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typedef void(*scene_header_func)(GlobalContext* ctxt, SceneHeaderEntry* entry);
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typedef void(*scene_proc_draw_func)(GlobalContext* ctxt, u32 segment, void* params);
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typedef struct LightsList LightsList;
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typedef struct LoadedParticleEntry LoadedParticleEntry;
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@@ -1913,7 +1951,7 @@ struct ActorPostDrawParams {
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struct GlobalContext {
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/* 0x00000 */ ContextCommon common;
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/* 0x000A4 */ s16 currentScene;
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/* 0x000A6 */ u8 unkA6;
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/* 0x000A6 */ u8 sceneConfig; // TODO: This at least controls the behavior of animated textures. Does it do more?
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/* 0x000A7 */ UNK_TYPE1 padA7[9];
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/* 0x000B0 */ void* currentSceneVram;
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/* 0x000B4 */ UNK_TYPE1 padB4[4];
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