ovl_En_Nb OK (#1030)

* mips2c general pass

* EnNb_Init

* EnNb_Destroy

* EnNb_Update

* draw functions

* func_80BBFE8C

* func_80BC0D84 non_matching

* func_80BBFE60 and minor fixes

* a bunch of functions

* And another bunch

* An attempt to the last function

* import data

* Match func_80BC0D84

* Use extracted symbols instead of hardcoded ones

* Match last function

* format

* Update the reloc in the spec

* regconvert and draw

* Small docs pass

* actorfixer and format

* Minor renames

* schedule

* cleanups

* namefixer

* minor cleanups

* yeet printing stuff

* Schedule and anims cleanup

* stateFlags

* Name limbs and anims

* Name more stuff in the asset

* Finish naming simple stuff

* format

* merge fixes

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.h

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.h

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.h

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* EnNb_UpdateSkelAnime

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* fix typo

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* MTXMODE_APPLY

* review

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* format

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* Update src/overlays/actors/ovl_En_Nb/z_en_nb.h

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* review

Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>

* review

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* clamps

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
This commit is contained in:
Anghelo Carvajal
2022-10-16 16:44:03 -03:00
committed by GitHub
parent 7b572e8c53
commit 92d93701a9
21 changed files with 897 additions and 157 deletions
+50 -38
View File
@@ -1,46 +1,58 @@
<Root>
<!-- Assets for Anju's Grandma -->
<File Name="object_nb" Segment="6">
<Animation Name="object_nb_Anim_000290" Offset="0x290" />
<Animation Name="object_nb_Anim_00052C" Offset="0x52C" />
<Animation Name="object_nb_Anim_0006D4" Offset="0x6D4" />
<Animation Name="object_nb_Anim_000990" Offset="0x990" />
<DList Name="object_nb_DL_004A70" Offset="0x4A70" />
<DList Name="object_nb_DL_005170" Offset="0x5170" />
<DList Name="object_nb_DL_005430" Offset="0x5430" />
<DList Name="object_nb_DL_0056F0" Offset="0x56F0" />
<DList Name="object_nb_DL_005988" Offset="0x5988" />
<DList Name="object_nb_DL_005AA8" Offset="0x5AA8" />
<DList Name="object_nb_DL_006390" Offset="0x6390" />
<!-- Anju's Grandma Animations-->
<Animation Name="gNbTalkAnim" Offset="0x290" />
<Animation Name="gNbAngryAnim" Offset="0x52C" />
<Animation Name="gNbRelievedAnim" Offset="0x6D4" />
<Animation Name="gNbIdleAnim" Offset="0x990" />
<!-- Anju's Grandma DisplayLists -->
<DList Name="gNbWheelchairDL" Offset="0x4A70" /> <!-- Includes legs -->
<DList Name="gNbRightWheelDL" Offset="0x5170" />
<DList Name="gNbLeftWheelDL" Offset="0x5430" />
<DList Name="gNbTorsoDL" Offset="0x56F0" />
<DList Name="gNbNeckDL" Offset="0x5988" />
<DList Name="gNbHeadDL" Offset="0x5AA8" />
<DList Name="gNbArmsBookDL" Offset="0x6390" />
<!-- Anju's Grandma TLUTs -->
<Texture Name="object_nb_TLUT_006910" OutName="tlut_006910" Format="rgba16" Width="16" Height="16" Offset="0x6910" />
<Texture Name="object_nb_TLUT_006B10" OutName="tlut_006B10" Format="rgba16" Width="16" Height="16" Offset="0x6B10" />
<Texture Name="object_nb_TLUT_006D10" OutName="tlut_006D10" Format="rgba16" Width="16" Height="16" Offset="0x6D10" />
<Texture Name="object_nb_Tex_006F10" OutName="tex_006F10" Format="ci8" Width="8" Height="8" Offset="0x6F10" />
<Texture Name="object_nb_Tex_006F50" OutName="tex_006F50" Format="ci8" Width="16" Height="16" Offset="0x6F50" />
<Texture Name="object_nb_Tex_007050" OutName="tex_007050" Format="ci8" Width="16" Height="16" Offset="0x7050" />
<Texture Name="object_nb_Tex_007150" OutName="tex_007150" Format="ci8" Width="16" Height="8" Offset="0x7150" />
<Texture Name="object_nb_Tex_0071D0" OutName="tex_0071D0" Format="ci8" Width="16" Height="32" Offset="0x71D0" />
<Texture Name="object_nb_Tex_0073D0" OutName="tex_0073D0" Format="ci8" Width="16" Height="8" Offset="0x73D0" />
<Texture Name="object_nb_Tex_007450" OutName="tex_007450" Format="ci8" Width="16" Height="8" Offset="0x7450" />
<Texture Name="object_nb_Tex_0074D0" OutName="tex_0074D0" Format="ci8" Width="16" Height="8" Offset="0x74D0" />
<Texture Name="object_nb_Tex_007550" OutName="tex_007550" Format="ci8" Width="16" Height="16" Offset="0x7550" />
<Texture Name="gNbTigerTLUT" OutName="nb_tiger_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6D10" />
<!-- Anju's Grandma Textures -->
<Texture Name="gNbSkinTex" OutName="nb_skin" Format="ci8" Width="8" Height="8" Offset="0x6F10" TlutOffset="0x6910" />
<Texture Name="gNbEarTex" OutName="nb_ear" Format="ci8" Width="16" Height="16" Offset="0x6F50" TlutOffset="0x6910" />
<Texture Name="object_nb_Tex_007050" OutName="tex_007050" Format="ci8" Width="16" Height="16" Offset="0x7050" TlutOffset="0x6910" />
<Texture Name="gNbUpperEyelidTex" OutName="nb_upper_eyelid" Format="ci8" Width="16" Height="8" Offset="0x7150" TlutOffset="0x6910" />
<Texture Name="gNbHairTex" OutName="nb_hair" Format="ci8" Width="16" Height="32" Offset="0x71D0" TlutOffset="0x6B10" />
<Texture Name="gNbEyeTex" OutName="nb_eye" Format="ci8" Width="16" Height="8" Offset="0x73D0" TlutOffset="0x6910" />
<Texture Name="gNbLowerEyelidTex" OutName="nb_lower_eyelid" Format="ci8" Width="16" Height="8" Offset="0x7450" TlutOffset="0x6910" />
<Texture Name="object_nb_Tex_0074D0" OutName="tex_0074D0" Format="ci8" Width="16" Height="8" Offset="0x74D0" TlutOffset="0x6D10" />
<Texture Name="object_nb_Tex_007550" OutName="tex_007550" Format="ci8" Width="16" Height="16" Offset="0x7550" TlutOffset="0x6B10" />
<Texture Name="object_nb_Tex_007650" OutName="tex_007650" Format="i8" Width="16" Height="16" Offset="0x7650" />
<Texture Name="object_nb_Tex_007750" OutName="tex_007750" Format="rgba16" Width="8" Height="8" Offset="0x7750" />
<Texture Name="object_nb_Tex_0077D0" OutName="tex_0077D0" Format="ci8" Width="16" Height="16" Offset="0x77D0" />
<Texture Name="object_nb_Tex_0078D0" OutName="tex_0078D0" Format="ci8" Width="16" Height="16" Offset="0x78D0" />
<Texture Name="object_nb_Tex_0079D0" OutName="tex_0079D0" Format="ci8" Width="32" Height="16" Offset="0x79D0" />
<Texture Name="object_nb_Tex_007BD0" OutName="tex_007BD0" Format="ci8" Width="16" Height="16" Offset="0x7BD0" />
<Texture Name="object_nb_Tex_007CD0" OutName="tex_007CD0" Format="ci8" Width="16" Height="16" Offset="0x7CD0" />
<Texture Name="object_nb_Tex_007DD0" OutName="tex_007DD0" Format="ci8" Width="16" Height="16" Offset="0x7DD0" />
<Texture Name="object_nb_Tex_007ED0" OutName="tex_007ED0" Format="ci8" Width="16" Height="16" Offset="0x7ED0" />
<Texture Name="object_nb_Tex_007FD0" OutName="tex_007FD0" Format="ci8" Width="32" Height="64" Offset="0x7FD0" />
<Texture Name="object_nb_Tex_0087D0" OutName="tex_0087D0" Format="ci8" Width="32" Height="32" Offset="0x87D0" />
<Limb Name="object_nb_Standardlimb_008BD0" Type="Standard" EnumName="OBJECT_NB_LIMB_01" Offset="0x8BD0" />
<Limb Name="object_nb_Standardlimb_008BDC" Type="Standard" EnumName="OBJECT_NB_LIMB_02" Offset="0x8BDC" />
<Limb Name="object_nb_Standardlimb_008BE8" Type="Standard" EnumName="OBJECT_NB_LIMB_03" Offset="0x8BE8" />
<Limb Name="object_nb_Standardlimb_008BF4" Type="Standard" EnumName="OBJECT_NB_LIMB_04" Offset="0x8BF4" />
<Limb Name="object_nb_Standardlimb_008C00" Type="Standard" EnumName="OBJECT_NB_LIMB_05" Offset="0x8C00" />
<Limb Name="object_nb_Standardlimb_008C0C" Type="Standard" EnumName="OBJECT_NB_LIMB_06" Offset="0x8C0C" />
<Limb Name="object_nb_Standardlimb_008C18" Type="Standard" EnumName="OBJECT_NB_LIMB_07" Offset="0x8C18" />
<Skeleton Name="object_nb_Skel_008C40" Type="Flex" LimbType="Standard" LimbNone="OBJECT_NB_LIMB_NONE" LimbMax="OBJECT_NB_LIMB_MAX" EnumName="ObjectNbLimb" Offset="0x8C40" />
<Texture Name="object_nb_Tex_0077D0" OutName="tex_0077D0" Format="ci8" Width="16" Height="16" Offset="0x77D0" TlutOffset="0x6B10" />
<Texture Name="object_nb_Tex_0078D0" OutName="tex_0078D0" Format="ci8" Width="16" Height="16" Offset="0x78D0" TlutOffset="0x6B10" />
<Texture Name="object_nb_Tex_0079D0" OutName="tex_0079D0" Format="ci8" Width="32" Height="16" Offset="0x79D0" TlutOffset="0x6B10" />
<Texture Name="gNbBookCoverTex" OutName="nb_book_cover" Format="ci8" Width="16" Height="16" Offset="0x7BD0" TlutOffset="0x6B10" />
<Texture Name="gNbSkirtTex" OutName="nb_skirt" Format="ci8" Width="16" Height="16" Offset="0x7CD0" TlutOffset="0x6910" />
<Texture Name="gNbBookPageTex" OutName="nb_book_page" Format="ci8" Width="16" Height="16" Offset="0x7DD0" TlutOffset="0x6D10" />
<Texture Name="gNbFingersTex" OutName="nb_fingers" Format="ci8" Width="16" Height="16" Offset="0x7ED0" TlutOffset="0x6910" />
<Texture Name="gNbTigerTex" OutName="nb_tiger" Format="ci8" Width="32" Height="64" Offset="0x7FD0" TlutOffset="0x6D10" />
<Texture Name="object_nb_Tex_0087D0" OutName="tex_0087D0" Format="ci8" Width="32" Height="32" Offset="0x87D0" TlutOffset="0x6B10" />
<!-- Anju's Grandma Limbs -->
<Limb Name="gNbWheelchairLimb" Type="Standard" EnumName="NB_LIMB_WHEELCHAIR" Offset="0x8BD0" />
<Limb Name="gNbTorsoLimb" Type="Standard" EnumName="NB_LIMB_TORSO" Offset="0x8BDC" />
<Limb Name="gNbArmsBookLimb" Type="Standard" EnumName="NB_LIMB_ARMS_BOOK" Offset="0x8BE8" />
<Limb Name="gNbNeckLimb" Type="Standard" EnumName="NB_LIMB_NECK" Offset="0x8BF4" />
<Limb Name="gNbHeadLimb" Type="Standard" EnumName="NB_LIMB_HEAD" Offset="0x8C00" />
<Limb Name="gNbLeftWheelLimb" Type="Standard" EnumName="NB_LIMB_LEFT_WHEEL" Offset="0x8C0C" />
<Limb Name="gNbRightWheelLimb" Type="Standard" EnumName="NB_LIMB_RIGHT_WHEEL" Offset="0x8C18" />
<!-- Anju's Grandma Skeleton -->
<Skeleton Name="gNbSkel" Type="Flex" LimbType="Standard" LimbNone="NB_LIMB_NONE" LimbMax="NB_LIMB_MAX" EnumName="NbLimb" Offset="0x8C40" />
</File>
</Root>
+2 -2
View File
@@ -1675,7 +1675,7 @@ void Map_Destroy(PlayState* play);
// void func_8010BEBC(void);
// void func_8010BEF0(void);
// void func_8010BF24(void);
s32 func_8010BF58(Actor* actor, PlayState* play, s32* param_3, UNK_PTR param_4, s32* param_5);
s32 func_8010BF58(Actor* actor, PlayState* play, void* param_3, UNK_PTR param_4, s32* param_5);
void Nmi_Init(void);
void Nmi_SetPrenmiStart(void);
// s32 Nmi_GetPrenmiHasStarted(void);
@@ -2393,7 +2393,7 @@ s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
s32 Play_IsDebugCamEnabled(void);
void Play_AssignPlayerActorCsIdsFromScene(GameState* thisx, s32 startActorCsId);
void func_8016A268(GameState* gameState, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5);
void Play_FillScreen(GameState* gameState, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
void Play_Init(GameState* gameState);
// void func_8016AC10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10);
// void func_8016AE1C(void);
+8
View File
@@ -47,12 +47,19 @@
#define R_RUN_SPEED_LIMIT REG(45)
#define R_UPDATE_RATE SREG(30)
#define R_PAUSE_MENU_MODE SREG(94)
#define R_PLAY_FILL_SCREEN_ON MREG(64)
#define R_PLAY_FILL_SCREEN_R MREG(65)
#define R_PLAY_FILL_SCREEN_G MREG(66)
#define R_PLAY_FILL_SCREEN_B MREG(67)
#define R_PLAY_FILL_SCREEN_ALPHA MREG(68)
#define R_PAUSE_WORLD_MAP_YAW YREG(24)
#define R_PAUSE_WORLD_MAP_Y_OFFSET YREG(25)
#define R_PAUSE_WORLD_MAP_DEPTH YREG(26)
#define R_PAUSE_DBG_QUEST_CURSOR_ON YREG(69)
#define R_PAUSE_DBG_QUEST_CURSOR_X YREG(70)
#define R_PAUSE_DBG_QUEST_CURSOR_Y YREG(71)
#define R_C_UP_ICON_X YREG(88)
#define R_C_UP_ICON_Y YREG(89)
#define R_MAGIC_FILL_COLOR(i) ZREG(0 + i)
#define R_C_BTN_COLOR(i) ZREG(39 + i)
#define R_B_BTN_COLOR(i) ZREG(43 + i)
@@ -81,6 +88,7 @@
#define R_MOON_CRASH_TIMER_Y XREG(80)
#define R_MOON_CRASH_TIMER_X XREG(81)
#define R_PAUSE_OWLWARP_ALPHA XREG(87)
#define R_STORY_FILL_SCREEN_ALPHA XREG(91)
#define R_REVERSE_FLOOR_INDEX XREG(94)
#define R_MINIMAP_DISABLED XREG(95)
#define R_B_LABEL_DD WREG(0)
+2 -2
View File
@@ -555,8 +555,8 @@ typedef struct {
/* 0x318 */ u8 pictographBox;
/* 0x319 */ u8 all; // "another"; enables all item restrictions
} restrictions; // size = 0xC
/* 0x31A */ u8 unk_31A;
/* 0x31B */ u8 unk_31B;
/* 0x31A */ u8 storyState;
/* 0x31B */ u8 storyType;
/* 0x31C */ u8 unk_31C;
/* 0x320 */ OSMesgQueue unk_320;
/* 0x338 */ OSMesg unk_338;
+1 -2
View File
@@ -4297,8 +4297,7 @@ beginseg
name "ovl_En_Nb"
compress
include "build/src/overlays/actors/ovl_En_Nb/z_en_nb.o"
include "build/data/ovl_En_Nb/ovl_En_Nb.data.o"
include "build/data/ovl_En_Nb/ovl_En_Nb.reloc.o"
include "build/src/overlays/actors/ovl_En_Nb/ovl_En_Nb_reloc.o"
endseg
beginseg
+1 -1
View File
@@ -27,7 +27,7 @@ void Setup_SetRegs(void) {
XREG(88) = 0x56;
XREG(89) = 0x258;
XREG(90) = 0x1C2;
XREG(91) = 0;
R_STORY_FILL_SCREEN_ALPHA = 0;
R_REVERSE_FLOOR_INDEX = 0;
R_MINIMAP_DISABLED = false;
+7 -7
View File
@@ -540,13 +540,13 @@ void Play_AssignPlayerActorCsIdsFromScene(GameState* thisx, s32 startActorCsId)
}
}
// These regs are used by Gameplay_Draw, and several actors, purpose as yet unclear.
void func_8016A268(GameState* thisx, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5) {
MREG(64) = arg1;
MREG(65) = arg2;
MREG(66) = arg3;
MREG(67) = arg4;
MREG(68) = arg5;
// Set values to fill screen
void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha) {
R_PLAY_FILL_SCREEN_ON = fillScreenOn;
R_PLAY_FILL_SCREEN_R = red;
R_PLAY_FILL_SCREEN_G = green;
R_PLAY_FILL_SCREEN_B = blue;
R_PLAY_FILL_SCREEN_ALPHA = alpha;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Init.s")
+16 -20
View File
@@ -462,20 +462,20 @@ Vec3f D_809DFA2C[] = {
{ -800.0f, -1000.0f, 0.0f }, { -800.0f, -1000.0f, 0.0f }, { -800.0f, -1000.0f, 0.0f },
};
void func_809DA1D0(PlayState* play, u8 arg1, u8 arg2, u8 arg3, u8 arg4) {
MREG(64) = 1;
MREG(65) = arg1;
MREG(66) = arg2;
MREG(67) = arg3;
MREG(68) = arg4;
void func_809DA1D0(PlayState* play, u8 red, u8 green, u8 blue, u8 alpha) {
R_PLAY_FILL_SCREEN_ON = true;
R_PLAY_FILL_SCREEN_R = red;
R_PLAY_FILL_SCREEN_G = green;
R_PLAY_FILL_SCREEN_B = blue;
R_PLAY_FILL_SCREEN_ALPHA = alpha;
}
void func_809DA22C(PlayState* play, u8 arg1) {
MREG(68) = arg1;
void func_809DA22C(PlayState* play, u8 alpha) {
R_PLAY_FILL_SCREEN_ALPHA = alpha;
}
void func_809DA24C(PlayState* play) {
MREG(64) = 0;
R_PLAY_FILL_SCREEN_ON = false;
}
void Boss02_SpawnEffectSand(TwinmoldEffect* effects, Vec3f* pos, f32 scale) {
@@ -1626,7 +1626,7 @@ void func_809DD934(Boss02* this, PlayState* play) {
Vec3f sp58;
u8 sp57 = 0;
f32 phi_f0_2;
s16 phi_v1;
s16 alpha;
this->unk_1D14++;
@@ -1995,11 +1995,9 @@ void func_809DD934(Boss02* this, PlayState* play) {
if (this->unk_1D7A >= 400) {
this->unk_1D78 = 3;
}
phi_v1 = this->unk_1D7A;
if (phi_v1 > 255) {
phi_v1 = 255;
}
func_809DA22C(play, phi_v1);
alpha = this->unk_1D7A;
alpha = CLAMP_MAX(alpha, 255);
func_809DA22C(play, alpha);
break;
case 3:
@@ -2009,11 +2007,9 @@ void func_809DD934(Boss02* this, PlayState* play) {
this->unk_1D78 = 0;
func_809DA24C(play);
} else {
phi_v1 = this->unk_1D7A;
if (phi_v1 > 255) {
phi_v1 = 255;
}
func_809DA22C(play, phi_v1);
alpha = this->unk_1D7A;
alpha = CLAMP_MAX(alpha, 255);
func_809DA22C(play, alpha);
}
break;
}
+4 -3
View File
@@ -5,7 +5,6 @@
*/
#include "z_dm_nb.h"
#include "objects/object_nb/object_nb.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
@@ -28,7 +27,9 @@ const ActorInit Dm_Nb_InitVars = {
(ActorFunc)DmNb_Draw,
};
static AnimationInfoS sAnimationInfo[] = { { &object_nb_Anim_000990, 1.0f, 0, -1, ANIMMODE_LOOP, 0 } };
static AnimationInfoS sAnimationInfo[] = {
{ &gNbIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
};
s32 func_80C1DED0(DmNb* this, s32 arg1) {
s32 ret = false;
@@ -70,7 +71,7 @@ void DmNb_Init(Actor* thisx, PlayState* play) {
DmNb* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_nb_Skel_008C40, NULL, this->jointTable, this->morphTable, 8);
SkelAnime_InitFlex(play, &this->skelAnime, &gNbSkel, NULL, this->jointTable, this->morphTable, NB_LIMB_MAX);
this->unk1F0 = -1;
func_80C1DED0(this, 0);
this->actor.flags &= ~ACTOR_FLAG_1;
+3 -2
View File
@@ -2,6 +2,7 @@
#define Z_DM_NB_H
#include "global.h"
#include "objects/object_nb/object_nb.h"
struct DmNb;
@@ -11,8 +12,8 @@ typedef struct DmNb {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmNbActionFunc actionFunc;
/* 0x18C */ Vec3s jointTable[8];
/* 0x1BC */ Vec3s morphTable[8];
/* 0x18C */ Vec3s jointTable[NB_LIMB_MAX];
/* 0x1BC */ Vec3s morphTable[NB_LIMB_MAX];
/* 0x1EC */ u8 unk1EC;
/* 0x1F0 */ s32 unk1F0;
/* 0x1F4 */ s32 unk1F4;
@@ -261,7 +261,8 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play) {
}
void DoorShutter_SetupType(DoorShutter* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjBankIndex) && ((MREG(64) == 0) || (MREG(68) == 0))) {
if (Object_IsLoaded(&play->objectCtx, this->requiredObjBankIndex) &&
(!R_PLAY_FILL_SCREEN_ON || (R_PLAY_FILL_SCREEN_ALPHA == 0))) {
this->actor.objBankIndex = this->requiredObjBankIndex;
this->actor.draw = DoorShutter_Draw;
DoorShutter_SetupDoor(this, play);
+1 -2
View File
@@ -361,8 +361,7 @@ s32 EnBjt_ChooseAnimation(EnBjt* this, PlayState* play) {
void EnBjt_Talk(EnBjt* this, PlayState* play) {
s16 yaw = this->actor.yawTowardsPlayer;
// TODO: Casting to remove warning for now
if (func_8010BF58(&this->actor, play, (s32)sMsgEventScript, this->msgEventCallback, &this->msgEventArg4)) {
if (func_8010BF58(&this->actor, play, sMsgEventScript, this->msgEventCallback, &this->msgEventArg4)) {
this->actor.flags &= ~ACTOR_FLAG_100;
SubS_UpdateFlags(&this->stateFlags, 3, 7);
this->stateFlags &= ~TOILET_HAND_STATE_TALKING;
+729 -43
View File
@@ -5,6 +5,7 @@
*/
#include "z_en_nb.h"
#include "objects/object_nb/object_nb.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@@ -15,10 +16,100 @@ void EnNb_Destroy(Actor* thisx, PlayState* play);
void EnNb_Update(Actor* thisx, PlayState* play);
void EnNb_Draw(Actor* thisx, PlayState* play);
void func_80BC0D84(EnNb* this, PlayState* play);
void EnNb_FollowSchedule(EnNb* this, PlayState* play);
void func_80BC0EAC(EnNb* this, PlayState* play);
#if 0
void func_80BC08E0(EnNb* this, PlayState* play);
void func_80BC0978(EnNb* this, PlayState* play);
s32 func_80BC00AC(Actor* thisx, PlayState* play);
s32 func_80BC01DC(Actor* thisx, PlayState* play);
#define EN_NB_FLAG_NONE (0)
#define EN_NB_FLAG_1 (1 << 0)
#define EN_NB_FLAG_2 (1 << 1)
#define EN_NB_FLAG_4 (1 << 2)
#define EN_NB_FLAG_8 (1 << 3)
#define EN_NB_FLAG_10 (1 << 4)
#define EN_NB_FLAG_20 (1 << 5)
#define EN_NB_FLAG_40 (1 << 6)
#define EN_NB_FLAG_80 (1 << 7)
#define EN_NB_FLAG_100 (1 << 8)
#define EN_NB_FLAG_200 (1 << 9)
#define EN_NB_FLAG_400 (1 << 10)
typedef enum EnNbScheduleResult {
/* 0 */ EN_NB_SCH_NONE,
/* 1 */ EN_NB_SCH_1,
/* 2 */ EN_NB_SCH_2,
/* 3 */ EN_NB_SCH_3,
/* 4 */ EN_NB_SCH_4,
} EnNbScheduleResult;
static u8 sScheduleScript[] = {
/* 0x00 */ SCHEDULE_CMD_CHECK_NOT_IN_DAY_S(3, 0x21 - 0x04),
/* 0x04 */ SCHEDULE_CMD_CHECK_NOT_IN_SCENE_S(SCENE_YADOYA, 0x12 - 0x08),
/* 0x08 */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(6, 0, 18, 0, 0x0F - 0x0E),
/* 0x0E */ SCHEDULE_CMD_RET_NONE(),
/* 0x0F */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_3),
/* 0x12 */ SCHEDULE_CMD_CHECK_NOT_IN_SCENE_S(SCENE_OMOYA, 0x20 - 0x16),
/* 0x16 */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(18, 0, 6, 0, 0x1D - 0x1C),
/* 0x1C */ SCHEDULE_CMD_RET_NONE(),
/* 0x1D */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_4),
/* 0x20 */ SCHEDULE_CMD_RET_NONE(),
/* 0x21 */ SCHEDULE_CMD_CHECK_NOT_IN_SCENE_S(SCENE_YADOYA, 0x72 - 0x25),
/* 0x25 */ SCHEDULE_CMD_CHECK_NOT_IN_DAY_S(1, 0x47 - 0x29),
/* 0x29 */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(8, 0, 12, 0, 0x44 - 0x2F),
/* 0x2F */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(12, 0, 12, 15, 0x41 - 0x35),
/* 0x35 */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(12, 15, 18, 0, 0x3E - 0x3B),
/* 0x3B */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_3),
/* 0x3E */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_1),
/* 0x41 */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_2),
/* 0x44 */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_1),
/* 0x47 */ SCHEDULE_CMD_CHECK_FLAG_S(0x32, 0x20, 0x57 - 0x4B),
/* 0x4B */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(8, 0, 18, 0, 0x54 - 0x51),
/* 0x51 */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_3),
/* 0x54 */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_1),
/* 0x57 */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(8, 0, 12, 0, 0x70 - 0x5D),
/* 0x5D */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(12, 0, 12, 15, 0x6E - 0x63),
/* 0x63 */ SCHEDULE_CMD_CHECK_TIME_RANGE_S(12, 15, 18, 0, 0x6C - 0x69),
/* 0x69 */ SCHEDULE_CMD_RET_VAL_L(EN_NB_SCH_3),
/* 0x6C */ SCHEDULE_CMD_RET_VAL_S(EN_NB_SCH_1),
/* 0x6E */ SCHEDULE_CMD_RET_VAL_S(EN_NB_SCH_2),
/* 0x70 */ SCHEDULE_CMD_RET_VAL_S(EN_NB_SCH_1),
/* 0x72 */ SCHEDULE_CMD_RET_NONE(),
};
u8 D_80BC1464[] = {
0x1B, 0x04, 0x08, 0x00, 0x6A, 0x0A, 0x00, 0x10, 0x00, 0x08, 0x00, 0x10, 0x00, 0x08, 0x00, 0x00, 0x00, 0x08, 0x0E,
0x29, 0x12, 0x2D, 0x00, 0x0E, 0x0C, 0x10, 0x0E, 0x29, 0x01, 0x2D, 0x00, 0x0E, 0x0C, 0x10, 0x0E, 0x29, 0x02, 0x0C,
0x0F, 0x29, 0x03, 0x0C, 0x05, 0x00, 0x00, 0x00, 0x06, 0x00, 0x22, 0x31, 0x2D, 0x00, 0x0E, 0x12, 0x10, 0x30, 0x1C,
0x04, 0x04, 0x0E, 0x29, 0x04, 0x0C, 0x20, 0x00, 0x03, 0x00, 0x04, 0x15, 0x09, 0x00, 0xC4, 0x09, 0x00, 0x00, 0x0F,
0x29, 0x05, 0x0C, 0x15, 0x09, 0x00, 0xB9, 0x30, 0x1D, 0x04, 0x04, 0x0E, 0x29, 0x0B, 0x0C, 0x20, 0x00, 0x03, 0x00,
0x04, 0x15, 0x09, 0x00, 0xA8, 0x09, 0x00, 0x00, 0x0F, 0x29, 0x0C, 0x0C, 0x15, 0x09, 0x00, 0x9D, 0x20, 0x00, 0x03,
0x00, 0x17, 0x1B, 0x04, 0x04, 0x00, 0x09, 0x0E, 0x29, 0x11, 0x2D, 0x00, 0x0E, 0x0C, 0x16, 0x10, 0x0E, 0x29, 0x0A,
0x2D, 0x00, 0x0E, 0x0C, 0x16, 0x10, 0x1B, 0x04, 0x04, 0x00, 0x3B, 0x0E, 0x29, 0x0D, 0x0C, 0x05, 0x00, 0x00, 0x00,
0x0A, 0x00, 0x00, 0x0E, 0x29, 0x10, 0x2D, 0x00, 0x0E, 0x0C, 0x12, 0x16, 0x10, 0x0E, 0x29, 0x0E, 0x00, 0x32, 0x04,
0x00, 0x59, 0x0C, 0x0F, 0x29, 0x0F, 0x0C, 0x12, 0x06, 0x00, 0x0C, 0x00, 0x00, 0x13, 0x00, 0x0C, 0x2F, 0x00, 0x00,
0x2E, 0x2D, 0x00, 0x2A, 0x2D, 0x00, 0x0E, 0x11, 0x32, 0x04, 0x0C, 0x16, 0x10, 0x0E, 0x29, 0x06, 0x0C, 0x05, 0x00,
0x0A, 0x00, 0x00, 0x00, 0x00, 0x0E, 0x29, 0x07, 0x2D, 0x00, 0x0E, 0x0C, 0x12, 0x16, 0x10, 0x0E, 0x29, 0x08, 0x00,
0x32, 0x02, 0x00, 0x1E, 0x0C, 0x0F, 0x29, 0x09, 0x0C, 0x12, 0x06, 0x00, 0x0C, 0x00, 0x00, 0x13, 0x00, 0x0C, 0x2F,
0x00, 0x00, 0x2E, 0x2D, 0x00, 0x29, 0x2D, 0x00, 0x0E, 0x11, 0x32, 0x02, 0x0C, 0x16, 0x10, 0x2D, 0x00, 0x0E, 0x0C,
0x12, 0x16, 0x10, 0x00, 0x00, 0x00,
};
u8 D_80BC1574[] = {
0x09, 0x00, 0x00, 0x0E, 0x28, 0xC7, 0x0C, 0x09, 0x00, 0x00, 0x17, 0x0E, 0x28, 0xC8, 0x0C, 0x09, 0x00,
0x00, 0x18, 0x0E, 0x28, 0xC9, 0x0C, 0x09, 0x00, 0x00, 0x17, 0x0E, 0x28, 0xCA, 0x0C, 0x09, 0x00, 0x00,
0x18, 0x0E, 0x28, 0xCB, 0x0C, 0x09, 0x00, 0x00, 0x17, 0x0E, 0x28, 0xCC, 0x0C, 0x09, 0x00, 0x00, 0x18,
0x0E, 0x28, 0xCD, 0x0C, 0x09, 0x00, 0x00, 0x17, 0x0E, 0x28, 0xCE, 0x0C, 0x09, 0x00, 0x00, 0x18, 0x0E,
0x28, 0xCF, 0x2D, 0x00, 0x01, 0x2D, 0x00, 0x0E, 0x0C, 0x09, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
};
u8 D_80BC15C8[] = {
0x0E, 0x23, 0x62, 0x2D, 0x00, 0x0E, 0x0C, 0x10,
};
const ActorInit En_Nb_InitVars = {
ACTOR_EN_NB,
ACTORCAT_NPC,
@@ -31,81 +122,676 @@ const ActorInit En_Nb_InitVars = {
(ActorFunc)EnNb_Draw,
};
// static ColliderCylinderInit sCylinderInit = {
static ColliderCylinderInit D_80BC15F0 = {
{ COLTYPE_HIT1, AT_NONE, AC_NONE, OC1_ON | OC1_TYPE_ALL, OC2_TYPE_1, COLSHAPE_CYLINDER, },
{ ELEMTYPE_UNK1, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_NONE, OCELEM_ON, },
static ColliderCylinderInit sCylinderInit = {
{
COLTYPE_HIT1,
AT_NONE,
AC_NONE,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_1,
COLSHAPE_CYLINDER,
},
{
ELEMTYPE_UNK1,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000000, 0x00, 0x00 },
TOUCH_NONE | TOUCH_SFX_NORMAL,
BUMP_NONE,
OCELEM_ON,
},
{ 10, 68, 0, { 0, 0, 0 } },
};
// sColChkInfoInit
static CollisionCheckInfoInit2 D_80BC161C = { 0, 0, 0, 0, MASS_IMMOVABLE };
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
#endif
static AnimationInfoS sAnimationInfo[] = {
{ &gNbIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // EN_NB_ANIM_0
{ &gNbIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // EN_NB_ANIM_1
{ &gNbTalkAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 }, // EN_NB_ANIM_TALK_ONCE
{ &gNbTalkAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // EN_NB_ANIM_TALK_LOOP
{ &gNbAngryAnim, 1.0f, 0, -1, ANIMMODE_LOOP, -4 }, // EN_NB_ANIM_ANGRY
{ &gNbRelievedAnim, 1.0f, 0, -1, ANIMMODE_ONCE, -4 }, // EN_NB_ANIM_RELIEVED
};
extern ColliderCylinderInit D_80BC15F0;
extern CollisionCheckInfoInit2 D_80BC161C;
Actor* EnNb_FindActor(EnNb* this, PlayState* play, u8 actorCategory, s16 actorId) {
Actor* thisx;
Actor* actor = NULL;
extern UNK_TYPE D_06008C40;
while (true) {
actor = SubS_FindActor(play, actor, actorCategory, actorId);
if (actor == NULL) {
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BBFDB0.s")
thisx = &this->actor;
if ((actor != thisx) && (actor->update != NULL)) {
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BBFE60.s")
if (actor->next == NULL) {
actor = NULL;
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BBFE8C.s")
actor = actor->next;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BBFF24.s")
return actor;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BBFF90.s")
void EnNb_UpdateSkelAnime(EnNb* this) {
this->skelAnime.playSpeed = this->animPlaySpeed;
SkelAnime_Update(&this->skelAnime);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BBFFD4.s")
s32 EnNb_ChangeAnim(EnNb* this, EnNbAnimation animIndex) {
s32 shouldChange = false;
s32 didAnimationChange = false;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0050.s")
if ((animIndex == EN_NB_ANIM_0) || (animIndex == EN_NB_ANIM_1)) {
if ((this->animIndex != EN_NB_ANIM_0) && (this->animIndex != EN_NB_ANIM_1)) {
shouldChange = true;
}
} else if (animIndex != this->animIndex) {
shouldChange = true;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC00AC.s")
if (shouldChange) {
this->animIndex = animIndex;
didAnimationChange = SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, animIndex);
this->animPlaySpeed = this->skelAnime.playSpeed;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC01DC.s")
return didAnimationChange;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC045C.s")
void func_80BBFF24(EnNb* this, PlayState* play) {
f32 yDiff;
s32 pad;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC04FC.s")
Collider_UpdateCylinder(&this->actor, &this->collider);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC05A8.s")
yDiff = this->actor.focus.pos.y - this->actor.world.pos.y;
this->collider.dim.height = yDiff;
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC06C4.s")
Actor* func_80BBFF90(EnNb* this, PlayState* play) {
Actor* actor;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0800.s")
if (this->scheduleResult == EN_NB_SCH_2) {
actor = EnNb_FindActor(this, play, ACTORCAT_NPC, ACTOR_EN_AN);
} else {
actor = &GET_PLAYER(play)->actor;
}
return actor;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC08E0.s")
s32 func_80BBFFD4(EnNb* this, s16 index) {
s32 ret = false;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0978.s")
if (ActorCutscene_GetCurrentIndex() == 0x7C) {
ActorCutscene_Stop(0x7C);
ActorCutscene_SetIntentToPlay(index);
} else if (ActorCutscene_GetCanPlayNext(index)) {
ActorCutscene_StartAndSetUnkLinkFields(index, &this->actor);
ret = true;
} else {
ActorCutscene_SetIntentToPlay(index);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0A18.s")
return ret;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0B98.s")
s16 func_80BC0050(EnNb* this, s32 arg1) {
s16 cutscene = this->actor.cutscene;
s32 i;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0C0C.s")
for (i = 0; i < arg1; i++) {
cutscene = ActorCutscene_GetAdditionalCutscene(cutscene);
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0C80.s")
return cutscene;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0D08.s")
typedef enum EnNbBehaviour {
/* 0 */ ENNB_BEHAVIOUR_0,
/* 1 */ ENNB_BEHAVIOUR_1,
/* 2 */ ENNB_BEHAVIOUR_2,
/* 3 */ ENNB_BEHAVIOUR_3,
/* 4 */ ENNB_BEHAVIOUR_4,
/* 5 */ ENNB_BEHAVIOUR_5,
/* 6 */ ENNB_BEHAVIOUR_6,
/* 7 */ ENNB_BEHAVIOUR_7,
/* 8 */ ENNB_BEHAVIOUR_8,
/* 9 */ ENNB_BEHAVIOUR_9
} EnNbBehaviour;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0D1C.s")
s32 func_80BC00AC(Actor* thisx, PlayState* play) {
EnNb* this = THIS;
s16 cutscene = func_80BC0050(this, 0);
s32 ret = false;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0D84.s")
switch (this->behaviour) {
case ENNB_BEHAVIOUR_0:
if (!func_80BBFFD4(this, cutscene)) {
break;
}
// fallthrough
case ENNB_BEHAVIOUR_2:
case ENNB_BEHAVIOUR_4:
case ENNB_BEHAVIOUR_6:
case ENNB_BEHAVIOUR_8:
Camera_SetTargetActor(Play_GetCamera(play, ActorCutscene_GetCurrentSubCamId(cutscene)), &this->actor);
this->behaviour++;
ret = true;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC0EAC.s")
case ENNB_BEHAVIOUR_1:
case ENNB_BEHAVIOUR_3:
case ENNB_BEHAVIOUR_5:
case ENNB_BEHAVIOUR_7:
if ((this->actor.child != NULL) && (this->actor.child->update != NULL)) {
Camera_SetTargetActor(Play_GetCamera(play, ActorCutscene_GetCurrentSubCamId(cutscene)),
this->actor.child);
}
this->behaviour++;
ret = true;
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/EnNb_Init.s")
case ENNB_BEHAVIOUR_9:
ActorCutscene_Stop(cutscene);
this->behaviour++;
ret = true;
break;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/EnNb_Destroy.s")
return ret;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/EnNb_Update.s")
s32 func_80BC01DC(Actor* thisx, PlayState* play) {
EnNb* this = THIS;
s32 pad;
s32 ret = false;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC1174.s")
switch (this->behaviour) {
case ENNB_BEHAVIOUR_0:
if (Player_GetMask(play) == PLAYER_MASK_ALL_NIGHT) {
this->behaviour = ENNB_BEHAVIOUR_1;
} else {
this->behaviour = ENNB_BEHAVIOUR_5;
}
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC11B4.s")
case ENNB_BEHAVIOUR_1:
// Setup a black fill-screen, although initialize to 0 alpha
Play_FillScreen(&play->state, true, 0, 0, 0, 0);
this->storyTimer = 40;
this->behaviour = (u16)(this->behaviour + 1);
break;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/func_80BC1278.s")
case ENNB_BEHAVIOUR_2:
// Slowly increase alpha to fill the screen with a black rectangle
R_PLAY_FILL_SCREEN_ALPHA = (s16)(s32)(255.0f - (((f32)ABS_ALT(20 - this->storyTimer) / 20.0f) * 255.0f));
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Nb/EnNb_Draw.s")
if (this->storyTimer == 20) {
if (gSaveContext.eventInf[4] & 4) {
// play->interfaceCtx.storyType = STORY_TYPE_MASK_FESTIVAL;
play->interfaceCtx.storyType = 0;
} else {
// play->interfaceCtx.storyType = STORY_TYPE_GIANTS_LEAVING;
play->interfaceCtx.storyType = 1;
}
// play->interfaceCtx.storyState = STORY_STATE_FADE_IN;
play->interfaceCtx.storyState = 6;
R_STORY_FILL_SCREEN_ALPHA = 255;
}
if (DECR(this->storyTimer) == 0) {
this->behaviour++;
}
break;
case ENNB_BEHAVIOUR_3:
// play->interfaceCtx.storyState = STORY_STATE_SETUP_IDLE;
play->interfaceCtx.storyState = 4;
this->behaviour++;
ret = true;
break;
case ENNB_BEHAVIOUR_4:
// play->interfaceCtx.storyState = STORY_STATE_FADE_OUT;
play->interfaceCtx.storyState = 5;
this->behaviour++;
// fallthrough
case ENNB_BEHAVIOUR_5:
if (!(gSaveContext.eventInf[4] & 4)) {
gSaveContext.save.time = CLOCK_TIME(8, 0);
Sram_IncrementDay();
} else {
func_800FE658(120.0f);
}
this->behaviour++;
play->nextEntrance = ENTRANCE(STOCK_POT_INN, 2);
gSaveContext.nextCutsceneIndex = 0;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_02;
gSaveContext.nextTransitionType = TRANS_TYPE_06;
gSaveContext.eventInf[4] |= 8;
break;
}
return ret;
}
u8* func_80BC045C(EnNb* this, PlayState* play) {
if (gSaveContext.eventInf[4] & 8) {
this->msgEventCallback = func_80BC01DC;
return D_80BC1464;
} else if (this->scheduleResult == EN_NB_SCH_2) {
this->msgEventCallback = func_80BC00AC;
return D_80BC1574;
} else if (Player_GetMask(play) == PLAYER_MASK_KAFEIS_MASK) {
return D_80BC15C8;
} else {
this->msgEventCallback = func_80BC01DC;
return D_80BC1464;
}
}
s32 func_80BC04FC(EnNb* this, PlayState* play) {
s32 ret = false;
if (this->stateFlags & (EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4)) {
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
this->stateFlags |= EN_NB_FLAG_20;
SubS_UpdateFlags(&this->stateFlags, EN_NB_FLAG_NONE, EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4);
this->behaviour = ENNB_BEHAVIOUR_0;
this->msgEventCallback = NULL;
this->actor.child = this->unk_1E8;
this->msgEventScript = func_80BC045C(this, play);
this->stateFlags |= EN_NB_FLAG_20;
this->actionFunc = func_80BC0EAC;
ret = true;
}
}
return ret;
}
void func_80BC05A8(EnNb* this, PlayState* play) {
Player* player = GET_PLAYER(play);
TextState talkState = Message_GetState(&play->msgCtx);
u16 textId = play->msgCtx.currentTextId;
if ((&this->actor == player->targetActor) && ((textId < 0xFF) || (textId > 0x200)) && (talkState == TEXT_STATE_3) &&
(this->prevTalkState == TEXT_STATE_3)) {
if ((play->state.frames % 3) == 0) {
if (this->unk_26C == 120.0f) {
this->unk_26C = 0.0f;
} else {
this->unk_26C = 120.0f;
}
}
} else {
this->unk_26C = 0.0f;
}
Math_SmoothStepToF(&this->unk_270, this->unk_26C, 0.8f, 40.0f, 10.0f);
Matrix_Translate(this->unk_270, 0.0f, 0.0f, MTXMODE_APPLY);
this->prevTalkState = talkState;
}
void func_80BC06C4(EnNb* this) {
s32 pad;
Vec3f sp40;
Vec3f sp34;
Player* player;
Math_Vec3f_Copy(&sp40, &this->unk_1E8->world.pos);
Math_Vec3f_Copy(&sp34, &this->actor.world.pos);
Math_ApproachS(&this->headRotY, Math_Vec3f_Yaw(&sp34, &sp40) - this->actor.shape.rot.y, 4, 0x2AA8);
this->headRotY = CLAMP(this->headRotY, -0x1FFE, 0x1FFE);
Math_Vec3f_Copy(&sp34, &this->actor.focus.pos);
if (this->unk_1E8->id == ACTOR_PLAYER) {
player = (Player*)this->unk_1E8;
sp40.y = player->bodyPartsPos[7].y + 3.0f;
} else {
Math_Vec3f_Copy(&sp40, &this->unk_1E8->focus.pos);
}
Math_ApproachS(&this->headRotZ, Math_Vec3f_Pitch(&sp34, &sp40), 4, 0x2AA8);
this->headRotZ = CLAMP(this->headRotZ, -0x1554, 0x1554);
}
void func_80BC0800(EnNb* this) {
if (this->stateFlags & EN_NB_FLAG_20) {
if ((this->unk_1E8 != NULL) && (this->unk_1E8->update != NULL)) {
if (DECR(this->unk_282) == 0) {
func_80BC06C4(this);
this->stateFlags &= ~EN_NB_FLAG_400;
this->stateFlags |= EN_NB_FLAG_100;
return;
}
}
}
if (this->stateFlags & EN_NB_FLAG_100) {
this->stateFlags &= ~EN_NB_FLAG_100;
this->headRotZ = 0;
this->headRotY = 0;
this->unk_282 = 20;
} else if (DECR(this->unk_282) == 0) {
this->stateFlags |= EN_NB_FLAG_400;
}
}
// Related to both stories?
void func_80BC08E0(EnNb* this, PlayState* play) {
if (this->unk_284 == 0) {
EnNb_ChangeAnim(this, EN_NB_ANIM_TALK_ONCE);
this->stateFlags |= EN_NB_FLAG_400;
this->unk_284++;
} else if ((this->unk_284 == 1) && Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
EnNb_ChangeAnim(this, EN_NB_ANIM_1);
this->stateFlags &= ~EN_NB_FLAG_400;
this->unk_284++;
}
}
void func_80BC0978(EnNb* this, PlayState* play) {
if (this->unk_284 == 0) {
EnNb_ChangeAnim(this, EN_NB_ANIM_RELIEVED);
this->stateFlags &= ~EN_NB_FLAG_20;
this->stateFlags |= EN_NB_FLAG_400;
this->unk_284++;
} else if ((this->unk_284 == 1) && Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
EnNb_ChangeAnim(this, EN_NB_ANIM_TALK_LOOP);
this->stateFlags &= ~EN_NB_FLAG_400;
this->unk_284++;
}
}
s32 func_80BC0A18(EnNb* this, PlayState* play) {
Player* player = GET_PLAYER(play);
u16 currentTextId = play->msgCtx.currentTextId;
if (player->stateFlags1 & PLAYER_STATE1_40) {
this->stateFlags |= EN_NB_FLAG_80;
if (this->textId != currentTextId) {
switch (currentTextId) {
case 0x28CF:
this->stateFlags |= EN_NB_FLAG_20;
EnNb_ChangeAnim(this, EN_NB_ANIM_TALK_LOOP);
break;
case 0x2904: // "You want to hear the carnival of time story? ..."
case 0x290B: // "You want to hear the four giants story? ..."
this->unk_18C = func_80BC08E0;
this->unk_284 = 0;
break;
case 0x28CD:
this->unk_18C = func_80BC0978;
this->unk_284 = 0;
break;
case 0x28CB: // "I told you I already ate!"
EnNb_ChangeAnim(this, EN_NB_ANIM_ANGRY);
break;
case 0x28C7:
case 0x2901:
case 0x2902:
case 0x2906:
case 0x290D:
case 0x2912:
EnNb_ChangeAnim(this, EN_NB_ANIM_TALK_LOOP);
break;
}
}
this->textId = currentTextId;
} else if (this->stateFlags & EN_NB_FLAG_80) {
this->unk_18C = NULL;
this->textId = 0;
this->stateFlags &= ~EN_NB_FLAG_80;
EnNb_ChangeAnim(this, EN_NB_ANIM_1);
}
if (this->unk_18C != NULL) {
this->unk_18C(this, play);
}
return 0;
}
s32 func_80BC0B98(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 success = false;
if (EnNb_FindActor(this, play, ACTORCAT_NPC, ACTOR_EN_AN) != NULL) {
SubS_UpdateFlags(&this->stateFlags, EN_NB_FLAG_1 | EN_NB_FLAG_2, EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4);
this->stateFlags |= EN_NB_FLAG_20;
EnNb_ChangeAnim(this, EN_NB_ANIM_0);
success = true;
}
return success;
}
s32 func_80BC0C0C(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) {
if (!(gSaveContext.eventInf[4] & 8)) {
SubS_UpdateFlags(&this->stateFlags, EN_NB_FLAG_1 | EN_NB_FLAG_2, EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4);
} else {
SubS_UpdateFlags(&this->stateFlags, EN_NB_FLAG_4, EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4);
}
EnNb_ChangeAnim(this, EN_NB_ANIM_0);
return true;
}
s32 EnNb_ProcessScheduleOutput(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) {
s32 success;
this->actor.flags |= ACTOR_FLAG_1;
this->actor.targetMode = 0;
this->stateFlags = EN_NB_FLAG_NONE;
this->unk_274 = 40.0f;
switch (scheduleOutput->result) {
default:
success = false;
break;
case EN_NB_SCH_1:
case EN_NB_SCH_3:
case EN_NB_SCH_4:
success = func_80BC0C0C(this, play, scheduleOutput);
break;
case EN_NB_SCH_2:
success = func_80BC0B98(this, play, scheduleOutput);
break;
}
return success;
}
s32 func_80BC0D08(EnNb* this, PlayState* play) {
return 0;
}
void EnNb_HandleSchedule(EnNb* this, PlayState* play) {
if ((this->scheduleResult == EN_NB_SCH_1) || (this->scheduleResult == EN_NB_SCH_2) ||
(this->scheduleResult == EN_NB_SCH_3) || (this->scheduleResult == EN_NB_SCH_4)) {
func_80BC0D08(this, play);
}
Math_ApproachS(&this->actor.shape.rot.y, this->actor.world.rot.y, 3, 0x2AA8);
}
void EnNb_FollowSchedule(EnNb* this, PlayState* play) {
ScheduleOutput scheduleOutput;
this->timePathTimeSpeed = REG(15) + ((void)0, gSaveContext.save.daySpeed);
if (gSaveContext.eventInf[4] & 8) {
scheduleOutput.result = EN_NB_SCH_1;
EnNb_ProcessScheduleOutput(this, play, &scheduleOutput);
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.flags |= ACTOR_FLAG_1;
} else if (!Schedule_RunScript(play, sScheduleScript, &scheduleOutput) ||
((this->scheduleResult != scheduleOutput.result) &&
!EnNb_ProcessScheduleOutput(this, play, &scheduleOutput))) {
this->actor.shape.shadowDraw = NULL;
this->actor.flags &= ~ACTOR_FLAG_1;
scheduleOutput.result = EN_NB_SCH_NONE;
} else {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.flags |= ACTOR_FLAG_1;
}
this->scheduleResult = scheduleOutput.result;
this->unk_1E8 = func_80BBFF90(this, play);
EnNb_HandleSchedule(this, play);
}
void func_80BC0EAC(EnNb* this, PlayState* play) {
if (func_8010BF58(&this->actor, play, this->msgEventScript, this->msgEventCallback, &this->msgEventArg4)) {
if (gSaveContext.eventInf[4] & 8) {
gSaveContext.eventInf[4] &= (u8)~4;
gSaveContext.eventInf[4] &= (u8)~8;
}
SubS_UpdateFlags(&this->stateFlags, EN_NB_FLAG_1 | EN_NB_FLAG_2, EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4);
if (this->scheduleResult != EN_NB_SCH_2) {
this->stateFlags &= ~EN_NB_FLAG_20;
}
this->actor.child = NULL;
this->stateFlags |= EN_NB_FLAG_400;
this->unk_282 = 20;
this->msgEventArg4 = 0;
this->actionFunc = EnNb_FollowSchedule;
}
}
void EnNb_Init(Actor* thisx, PlayState* play) {
EnNb* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gNbSkel, NULL, this->jointTable, this->morphTable, NB_LIMB_MAX);
this->animIndex = EN_NB_ANIM_INVALID;
EnNb_ChangeAnim(this, EN_NB_ANIM_0);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit);
Actor_SetScale(&this->actor, 0.01f);
this->stateFlags = EN_NB_FLAG_NONE;
if (gSaveContext.eventInf[4] & 8) {
SubS_UpdateFlags(&this->stateFlags, EN_NB_FLAG_4, EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4);
} else {
gSaveContext.eventInf[4] &= (u8)~4;
gSaveContext.eventInf[4] &= (u8)~8;
}
this->actionFunc = EnNb_FollowSchedule;
this->actionFunc(this, play);
}
void EnNb_Destroy(Actor* thisx, PlayState* play) {
EnNb* this = THIS;
Collider_DestroyCylinder(play, &this->collider);
play->interfaceCtx.storyState = 3;
}
void EnNb_Update(Actor* thisx, PlayState* play) {
EnNb* this = THIS;
func_80BC04FC(this, play);
this->actionFunc(this, play);
func_80BC0A18(this, play);
if (this->scheduleResult != EN_NB_SCH_NONE) {
EnNb_UpdateSkelAnime(this);
func_80BC0800(this);
if (Actor_IsFacingPlayer(&this->actor, 0x38E0)) {
func_8013C964(&this->actor, play, this->unk_274, 30.0f, ITEM_OCARINA,
this->stateFlags & (EN_NB_FLAG_1 | EN_NB_FLAG_2 | EN_NB_FLAG_4));
}
func_80BBFF24(this, play);
}
}
s32 EnNb_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
EnNb* this = THIS;
if (limbIndex == NB_LIMB_HEAD) {
func_80BC05A8(this, play);
}
return false;
}
void EnNb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
EnNb* this = THIS;
Vec3f focusTarget;
if ((ActorCutscene_GetCurrentIndex() == -1) && (limbIndex == NB_LIMB_HEAD)) {
Matrix_MultVec3f(&gZeroVec3f, &focusTarget);
Math_ApproachF(&thisx->focus.pos.x, focusTarget.x, 0.6f, 10000.0f);
Math_ApproachF(&thisx->focus.pos.y, focusTarget.y, 0.6f, 10000.0f);
Math_ApproachF(&thisx->focus.pos.z, focusTarget.z, 0.6f, 10000.0f);
Math_Vec3s_Copy(&thisx->focus.rot, &thisx->world.rot);
}
}
void EnNb_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
EnNb* this = THIS;
s32 stepRot;
s32 overrideRot;
if (!(this->stateFlags & EN_NB_FLAG_400)) {
overrideRot = false;
if (this->stateFlags & EN_NB_FLAG_100) {
overrideRot = true;
stepRot = true;
} else {
stepRot = true;
}
} else {
overrideRot = false;
stepRot = false;
}
if (limbIndex == NB_LIMB_HEAD) {
SubS_UpdateLimb(this->headRotZ + 0x4000, this->headRotY + this->actor.shape.rot.y + 0x4000,
&this->headComputedPos, &this->headComputedRot, stepRot, overrideRot);
Matrix_Pop();
Matrix_Translate(this->headComputedPos.x, this->headComputedPos.y, this->headComputedPos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateYS(this->headComputedRot.y, MTXMODE_APPLY);
Matrix_RotateXS(this->headComputedRot.x, MTXMODE_APPLY);
Matrix_RotateZS(this->headComputedRot.z, MTXMODE_APPLY);
Matrix_Push();
}
}
void EnNb_Draw(Actor* thisx, PlayState* play) {
EnNb* this = THIS;
if (this->scheduleResult != EN_NB_SCH_NONE) {
func_8012C5B0(play->state.gfxCtx);
SkelAnime_DrawTransformFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, EnNb_OverrideLimbDraw, EnNb_PostLimbDraw,
EnNb_TransformLimbDraw, &this->actor);
}
}
+43 -4
View File
@@ -2,18 +2,57 @@
#define Z_EN_NB_H
#include "global.h"
#include "objects/object_nb/object_nb.h"
struct EnNb;
typedef void (*EnNbActionFunc)(struct EnNb*, PlayState*);
typedef s32 (*EnNbUnkFunc)(Actor*, PlayState*);
typedef void (*EnNbUnkFunc2)(struct EnNb*, PlayState*);
typedef enum EnNbAnimation {
/* -1 */ EN_NB_ANIM_INVALID = -1,
/* 0 */ EN_NB_ANIM_0,
/* 1 */ EN_NB_ANIM_1,
/* 2 */ EN_NB_ANIM_TALK_ONCE,
/* 3 */ EN_NB_ANIM_TALK_LOOP,
/* 4 */ EN_NB_ANIM_ANGRY,
/* 5 */ EN_NB_ANIM_RELIEVED,
} EnNbAnimation;
typedef struct EnNb {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x44];
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ EnNbActionFunc actionFunc;
/* 0x18C */ char unk_18C[0x110];
/* 0x18C */ EnNbUnkFunc2 unk_18C;
/* 0x190 */ ColliderCylinder collider;
/* 0x1DC */ u8 scheduleResult;
/* 0x1E0 */ u8* msgEventScript;
/* 0x1E4 */ s32 msgEventArg4;
/* 0x1E8 */ Actor* unk_1E8;
/* 0x1EC */ UNK_TYPE1 unk_1EC[4];
/* 0x1F0 */ Vec3f headComputedPos;
/* 0x1FC */ Vec3s headComputedRot;
/* 0x202 */ Vec3s jointTable[NB_LIMB_MAX];
/* 0x232 */ Vec3s morphTable[NB_LIMB_MAX];
/* 0x262 */ u16 stateFlags;
/* 0x264 */ u16 textId;
/* 0x268 */ f32 animPlaySpeed;
/* 0x26C */ f32 unk_26C; // Related to unk_270
/* 0x270 */ f32 unk_270; // headDisplacement? controls how much the upper part of the head moves when she talks
/* 0x274 */ f32 unk_274;
/* 0x278 */ UNK_TYPE1 unk_278[4];
/* 0x27C */ s16 headRotZ; // Slightly rotates head when talking
/* 0x27E */ s16 headRotY;
/* 0x280 */ s16 timePathTimeSpeed;
/* 0x282 */ s16 unk_282; // timer?
/* 0x284 */ s16 unk_284; // storyState?
/* 0x286 */ s16 storyTimer;
/* 0x288 */ s16 behaviour;
/* 0x28C */ EnNbUnkFunc msgEventCallback;
/* 0x290 */ EnNbAnimation animIndex;
/* 0x294 */ UNK_TYPE1 unk_294[4];
/* 0x294 */ TextState prevTalkState;
} EnNb; // size = 0x29C
extern const ActorInit En_Nb_InitVars;
#endif // Z_EN_NB_H
+11 -11
View File
@@ -594,11 +594,11 @@ void func_80AF2030(EnTest7* this, PlayState* play) {
subCam->fov = ((subCam->fov - this->subCamFov) * sp1C) + this->subCamFov;
if (this->unk_1E54 >= 100) {
MREG(64) = 1;
MREG(65) = 255;
MREG(66) = 255;
MREG(67) = 255;
MREG(68) = 255;
R_PLAY_FILL_SCREEN_ON = true;
R_PLAY_FILL_SCREEN_R = 255;
R_PLAY_FILL_SCREEN_G = 255;
R_PLAY_FILL_SCREEN_B = 255;
R_PLAY_FILL_SCREEN_ALPHA = 255;
play->unk_18844 = 0;
this->unk_144 &= ~4;
func_80AF082C(this, func_80AF21E8);
@@ -612,13 +612,13 @@ void func_80AF21E8(EnTest7* this, PlayState* play) {
Color_RGB8 sp24 = { 64, 0, 0 };
Color_RGB8 sp20 = { 220, 220, 255 };
if (MREG(64) != 0) {
if (R_PLAY_FILL_SCREEN_ON) {
Audio_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_PL_WARP_WING_VANISH);
MREG(64) = 0;
MREG(65) = 0;
MREG(66) = 0;
MREG(67) = 0;
MREG(68) = 0;
R_PLAY_FILL_SCREEN_ON = false;
R_PLAY_FILL_SCREEN_R = 0;
R_PLAY_FILL_SCREEN_G = 0;
R_PLAY_FILL_SCREEN_B = 0;
R_PLAY_FILL_SCREEN_ALPHA = 0;
}
sp1C = 1.0f - (sp2C / 10.0f);
+3 -3
View File
@@ -955,7 +955,7 @@ s32 func_80A87B48(Actor* thisx, PlayState* play) {
sp4C.z = 40.0f;
Lib_Vec3f_TranslateAndRotateY(&this->actor.world.pos, sp3E, &sp4C, &sp40);
func_80A85620(this->unk_394, &sp40, 2.0f, 0.08f, 60.0f);
func_8016A268(&play->state, 1, 160, 160, 160, 0);
Play_FillScreen(&play->state, true, 160, 160, 160, 0);
this->unk_370 = 20;
this->unk_372 = 10;
this->unk_364++;
@@ -967,7 +967,7 @@ s32 func_80A87B48(Actor* thisx, PlayState* play) {
case 2:
if (DECR(this->unk_370) != 0) {
MREG(68) = 255.0f - ((fabsf(10.0f - this->unk_370) / 10) * 255.0f);
R_PLAY_FILL_SCREEN_ALPHA = 255.0f - ((fabsf(10.0f - this->unk_370) / 10) * 255.0f);
if (this->unk_370 == 9) {
this->actor.shape.shadowDraw = NULL;
this->unk_34E |= (0x200 | 0x8);
@@ -978,7 +978,7 @@ s32 func_80A87B48(Actor* thisx, PlayState* play) {
EnTru_ChangeAnim(this, KOUME_ANIM_HOVER1);
}
} else {
MREG(64) = 0;
R_PLAY_FILL_SCREEN_ON = false;
ret = true;
}
break;
+10 -10
View File
@@ -3038,7 +3038,7 @@
0x8016A0AC:("Play_IsUnderwater",),
0x8016A168:("Play_IsDebugCamEnabled",),
0x8016A178:("Play_AssignPlayerActorCsIdsFromScene",),
0x8016A268:("func_8016A268",),
0x8016A268:("Play_FillScreen",),
0x8016A2C8:("Play_Init",),
0x8016AC10:("func_8016AC10",),
0x8016AE1C:("func_8016AE1C",),
@@ -15451,9 +15451,9 @@
0x80BBF5F0:("EnSGoro_DrawUnrolled",),
0x80BBF6BC:("EnSGoro_DrawRolledUp",),
0x80BBF7BC:("EnSGoro_Draw",),
0x80BBFDB0:("func_80BBFDB0",),
0x80BBFE60:("func_80BBFE60",),
0x80BBFE8C:("func_80BBFE8C",),
0x80BBFDB0:("EnNb_FindActor",),
0x80BBFE60:("EnNb_UpdateSkelAnime",),
0x80BBFE8C:("EnNb_ChangeAnim",),
0x80BBFF24:("func_80BBFF24",),
0x80BBFF90:("func_80BBFF90",),
0x80BBFFD4:("func_80BBFFD4",),
@@ -15470,17 +15470,17 @@
0x80BC0A18:("func_80BC0A18",),
0x80BC0B98:("func_80BC0B98",),
0x80BC0C0C:("func_80BC0C0C",),
0x80BC0C80:("func_80BC0C80",),
0x80BC0C80:("EnNb_ProcessScheduleOutput",),
0x80BC0D08:("func_80BC0D08",),
0x80BC0D1C:("func_80BC0D1C",),
0x80BC0D84:("func_80BC0D84",),
0x80BC0D1C:("EnNb_HandleSchedule",),
0x80BC0D84:("EnNb_FollowSchedule",),
0x80BC0EAC:("func_80BC0EAC",),
0x80BC0F60:("EnNb_Init",),
0x80BC1080:("EnNb_Destroy",),
0x80BC10C0:("EnNb_Update",),
0x80BC1174:("func_80BC1174",),
0x80BC11B4:("func_80BC11B4",),
0x80BC1278:("func_80BC1278",),
0x80BC1174:("EnNb_OverrideLimbDraw",),
0x80BC11B4:("EnNb_PostLimbDraw",),
0x80BC1278:("EnNb_TransformLimbDraw",),
0x80BC1374:("EnNb_Draw",),
0x80BC1900:("func_80BC1900",),
0x80BC192C:("func_80BC192C",),
+1 -1
View File
@@ -15626,7 +15626,7 @@
0x80BC15D0:("En_Nb_InitVars","UNK_TYPE1","",0x1),
0x80BC15F0:("D_80BC15F0","UNK_TYPE1","",0x1),
0x80BC161C:("D_80BC161C","UNK_TYPE1","",0x1),
0x80BC1628:("D_80BC1628","UNK_TYPE1","",0x1),
0x80BC1628:("sAnimationInfo","UNK_TYPE1","",0x1),
0x80BC1690:("jtbl_80BC1690","UNK_PTR","",0x4),
0x80BC16B8:("jtbl_80BC16B8","UNK_PTR","",0x4),
0x80BC16D0:("jtbl_80BC16D0","UNK_PTR","",0x4),
+2
View File
@@ -739,6 +739,8 @@ wordReplace = {
"globalCtx->envCtx.unk_C3": "play->envCtx.lightSettingOverride",
"globalCtx->envCtx.unk_DC": "play->envCtx.lightBlend",
"globalCtx->interfaceCtx.unk_21E": "play->interfaceCtx.bButtonDoAction",
"play->interfaceCtx.unk_31A": "play->interfaceCtx.storyState",
"play->interfaceCtx.unk_31B": "play->interfaceCtx.storyType",
# "play->actorCtx.flags": "play->actorCtx.sceneFlags",
# "play->actorCtx.unk5": "play->actorCtx.flags",
+1 -1
View File
@@ -2552,7 +2552,7 @@ asm/non_matchings/code/z_play/func_8016A02C.s,func_8016A02C,0x8016A02C,0x20
asm/non_matchings/code/z_play/Play_IsUnderwater.s,Play_IsUnderwater,0x8016A0AC,0x2F
asm/non_matchings/code/z_play/Play_IsDebugCamEnabled.s,Play_IsDebugCamEnabled,0x8016A168,0x4
asm/non_matchings/code/z_play/func_8016A178.s,func_8016A178,0x8016A178,0x3C
asm/non_matchings/code/z_play/func_8016A268.s,func_8016A268,0x8016A268,0x18
asm/non_matchings/code/z_play/Play_FillScreen.s,Play_FillScreen,0x8016A268,0x18
asm/non_matchings/code/z_play/Play_Init.s,Play_Init,0x8016A2C8,0x252
asm/non_matchings/code/z_play_hireso/func_8016AC10.s,func_8016AC10,0x8016AC10,0x83
asm/non_matchings/code/z_play_hireso/func_8016AE1C.s,func_8016AE1C,0x8016AE1C,0x117
1 asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s EnAObj_Init 0x800A5AC0 0x2B
2552 asm/non_matchings/code/z_play/Play_IsUnderwater.s Play_IsUnderwater 0x8016A0AC 0x2F
2553 asm/non_matchings/code/z_play/Play_IsDebugCamEnabled.s Play_IsDebugCamEnabled 0x8016A168 0x4
2554 asm/non_matchings/code/z_play/func_8016A178.s func_8016A178 0x8016A178 0x3C
2555 asm/non_matchings/code/z_play/func_8016A268.s asm/non_matchings/code/z_play/Play_FillScreen.s func_8016A268 Play_FillScreen 0x8016A268 0x18
2556 asm/non_matchings/code/z_play/Play_Init.s Play_Init 0x8016A2C8 0x252
2557 asm/non_matchings/code/z_play_hireso/func_8016AC10.s func_8016AC10 0x8016AC10 0x83
2558 asm/non_matchings/code/z_play_hireso/func_8016AE1C.s func_8016AE1C 0x8016AE1C 0x117
-4
View File
@@ -1214,10 +1214,6 @@ D_060105DC = 0x060105DC;
D_06019B88 = 0x06019B88;
D_0601D518 = 0x0601D518;
// ovl_En_Nb
D_06008C40 = 0x06008C40;
// ovl_En_Neo_Reeba
D_060001E4 = 0x060001E4;