z_sram_NES with 2 NON_MATCHINGs and 1 NON_EQUIVALENTs (#531)

* Rename Sram_InitDebugSave

* Sram_InitDebugSave

* err

* Sram_IncrementDay

* non_matchings

* func_80146F5C and protos

* func_80146EE8

* func_80145698

* func_80143A54

* Split SaveContext

* problems with bss

* Fix bss

* more

* a small bunch

* Fix warnings

* almost everything

* two attempts

* at least compiles

* import data

* bss

* format

* stuff?

* Progress?

* More progress

* clean up data a little

* More progress

* disaster

* re split data

* A bit less of a disaster

* Fix renamed stuff

* data stuff

* fix conflicts

* format

* CycleSceneFlags

* some enums

* cleanup

* Fix merge issues

* format

* some changes

* format

* Lots of progress on z_sram_NES, but no matches yet

* SaveContent Documentation

* Oops

* Oops2

* Document more SaveContext

* Oops, don't need that anymore

* add small comment

* Another comment

* dekuPlaygroundPlayerName

* Fix merge issues

* format

* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* remove magic number

* format

* fix merge issues

* bss

* format

* macro cleanup

* review

* merge issues

* review

* cleanup

* UNK_TYPE1

* Fix

* Remove comment

* small change

* conflicts

* review

* fix

* fixes

* format

* Update actorCtx renames part

* Match func_80143B0C thanks to Petrie and Anon

* minor cleaning pass

* format

* cleanup

* more minor cleanups

* Macros for accessing gSaveContext.save.stolenItems

* Introduce STOLEN_ITEM_NONE and remove CLEAR_STOLEN_ITEM_

* format

* Update include/macros.h

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

* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* @hensldm review

* Update include/functions.h

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* Update include/functions.h

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* Rename QUEST_SONG_NEW_WAVE

* Add scene name comments to D_801C5FC0

* rename horseData.yaw

* Update include/functions.h

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* Update src/code/z_sram_NES.c

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* // = CUR_UPG_VALUE(UPG_WALLET);

* run actorfixer and format

* fix bss

* Fix merge problems and run format

* Some improvements to func_801457CC by anon

* bss

* format

* run actorfixer

* actorfixer, bss and format

* Use original names for the RESPAWN_MODE enum because the current ones are bad

* QUEST_SONG_BOSSA_NOVA

* some minor fixes on the SaveContext struct according to the debug rom

* Merge Inventory.items and Inventory.masks

* a

* simplify saveBuf accesses

* A few func renames

* actorfixer

* bss

* fixes

* bss

* actorfixer

* actorfixer and format

* actorfixer

* whoops

* whops

* bss

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Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
This commit is contained in:
Anghelo Carvajal
2022-03-27 12:37:02 -03:00
committed by GitHub
parent 95c6ddbcc8
commit b08880f7a7
201 changed files with 4584 additions and 2880 deletions
+14 -14
View File
@@ -38,7 +38,7 @@ void LifeMeter_Init(GlobalContext* globalCtx) {
interfaceCtx->unkTimer = 320;
interfaceCtx->health = gSaveContext.health;
interfaceCtx->health = gSaveContext.save.playerData.health;
interfaceCtx->lifeColorChange = 0;
interfaceCtx->lifeColorChangeDirection = 0;
@@ -168,7 +168,7 @@ void LifeMeter_UpdateColors(GlobalContext* globalCtx) {
}
s32 LifeMeter_SaveInterfaceHealth(GlobalContext* globalCtx) {
gSaveContext.health = globalCtx->interfaceCtx.health;
gSaveContext.save.playerData.health = globalCtx->interfaceCtx.health;
return 1;
}
@@ -178,8 +178,8 @@ s32 LifeMeter_IncreaseInterfaceHealth(GlobalContext* globalCtx) {
interfaceCtx->unkTimer = 320;
interfaceCtx->health += 0x10;
if (globalCtx->interfaceCtx.health >= gSaveContext.health) {
globalCtx->interfaceCtx.health = gSaveContext.health;
if (globalCtx->interfaceCtx.health >= gSaveContext.save.playerData.health) {
globalCtx->interfaceCtx.health = gSaveContext.save.playerData.health;
return 1;
}
return 0;
@@ -195,7 +195,7 @@ s32 LifeMeter_DecreaseInterfaceHealth(GlobalContext* globalCtx) {
interfaceCtx->health -= 0x10;
if (interfaceCtx->health <= 0) {
interfaceCtx->health = 0;
globalCtx->damagePlayer(globalCtx, -(((void)0, gSaveContext.health) + 1));
globalCtx->damagePlayer(globalCtx, -(((void)0, gSaveContext.save.playerData.health) + 1));
return 1;
}
}
@@ -216,18 +216,18 @@ void LifeMeter_Draw(GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
Vtx* beatingHeartVtx = interfaceCtx->beatingHeartVtx;
s32 fractionHeartCount = gSaveContext.health % 0x10;
s16 healthCapacity = gSaveContext.healthCapacity / 0x10;
s16 fullHeartCount = gSaveContext.health / 0x10;
s32 fractionHeartCount = gSaveContext.save.playerData.health % 0x10;
s16 healthCapacity = gSaveContext.save.playerData.healthCapacity / 0x10;
s16 fullHeartCount = gSaveContext.save.playerData.health / 0x10;
s32 pad2;
f32 lifesize = interfaceCtx->lifeSizeChange * 0.1f;
u32 curCombineModeSet = 0;
TexturePtr temp = NULL;
s32 ddCount = gSaveContext.inventory.dungeonKeys[9] - 1;
s32 ddCount = gSaveContext.save.inventory.dungeonKeys[9] - 1;
OPEN_DISPS(gfxCtx);
if ((gSaveContext.health % 0x10) == 0) {
if ((gSaveContext.save.playerData.health % 0x10) == 0) {
fullHeartCount--;
}
offsetY = 0.0f;
@@ -417,19 +417,19 @@ void LifeMeter_UpdateSizeAndBeep(GlobalContext* globalCtx) {
u32 LifeMeter_IsCritical(void) {
s16 criticalThreshold;
if (gSaveContext.healthCapacity <= 80) { // healthCapacity <= 5 hearts?
if (gSaveContext.save.playerData.healthCapacity <= 80) { // healthCapacity <= 5 hearts?
criticalThreshold = 16;
} else if (gSaveContext.healthCapacity <= 160) { // healthCapacity <= 10 hearts?
} else if (gSaveContext.save.playerData.healthCapacity <= 160) { // healthCapacity <= 10 hearts?
criticalThreshold = 24;
} else if (gSaveContext.healthCapacity <= 240) { // healthCapacity <= 15 hearts?
} else if (gSaveContext.save.playerData.healthCapacity <= 240) { // healthCapacity <= 15 hearts?
criticalThreshold = 32;
} else {
criticalThreshold = 44;
}
if ((criticalThreshold >= gSaveContext.health) && (gSaveContext.health > 0)) {
if ((criticalThreshold >= gSaveContext.save.playerData.health) && (gSaveContext.save.playerData.health > 0)) {
return true;
}
return false;