Adds in scene support (#117)

* 1 scene done, Z2_SOUGEN OK

* All scenes OK

* Makefile improvements

* Use WIP ZAPD branch as submodule

* Add spawn rotation flag macro

* Fix bad merge

* Move scenes to be in their own subfolders

* Rename and restructure extracted baserom files

* Progress tracking for assets

* Add asset progress to csv

* Use master ZAPD

* Use distclean like in OOT

* Fix up a few things with the makefile

* Fix scenes not being dumped from ELF

Co-authored-by: Rozelette <Uberpanzermensch@gmail.com>
This commit is contained in:
Kenix3
2021-04-29 18:56:18 -04:00
committed by GitHub
parent e97f10a6fa
commit c40bb119e1
158 changed files with 9168 additions and 6817 deletions
+12 -12
View File
@@ -192,21 +192,21 @@ void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x03: Collision Header
void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
BgMeshHeader* temp_ret;
BgMeshHeader* temp_s0;
CollisionHeader* temp_ret;
CollisionHeader* temp_s0;
temp_ret = (BgMeshHeader*)Lib_SegmentedToVirtual(entry->colHeader.segment);
temp_ret = (CollisionHeader*)Lib_SegmentedToVirtual(entry->colHeader.segment);
temp_s0 = temp_ret;
temp_s0->vertices = (BgVertex*)Lib_SegmentedToVirtual(temp_ret->vertices);
temp_s0->polygons = (CollisionPoly*)Lib_SegmentedToVirtual(temp_s0->polygons);
if (temp_s0->attributes != 0) {
temp_s0->attributes = (BgPolygonAttributes*)Lib_SegmentedToVirtual(temp_s0->attributes);
temp_s0->vtxList = (Vec3s*)Lib_SegmentedToVirtual(temp_ret->vtxList);
temp_s0->polyList = (CollisionPoly*)Lib_SegmentedToVirtual(temp_s0->polyList);
if (temp_s0->surfaceTypeList != 0) {
temp_s0->surfaceTypeList = (SurfaceType*)Lib_SegmentedToVirtual(temp_s0->surfaceTypeList);
}
if (temp_s0->cameraData != 0) {
temp_s0->cameraData = (void*)Lib_SegmentedToVirtual(temp_s0->cameraData);
if (temp_s0->cameraDataList != 0) {
temp_s0->cameraDataList = (void*)Lib_SegmentedToVirtual(temp_s0->cameraDataList);
}
if (temp_s0->waterboxes != 0) {
temp_s0->waterboxes = (BgWaterBox*)Lib_SegmentedToVirtual(temp_s0->waterboxes);
if (temp_s0->waterBoxes != 0) {
temp_s0->waterBoxes = (WaterBox*)Lib_SegmentedToVirtual(temp_s0->waterBoxes);
}
BgCheck_Init(&ctxt->colCtx, ctxt, temp_s0);
@@ -215,7 +215,7 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->numRooms = entry->roomList.num;
ctxt->roomList = (RoomFileLocation*)Lib_SegmentedToVirtual(entry->roomList.segment);
ctxt->roomList = (RomFile*)Lib_SegmentedToVirtual(entry->roomList.segment);
}
// Scene Command 0x06: Entrance List