Decompile functions in z_scene

This commit is contained in:
Kenix
2020-04-08 17:49:40 -04:00
parent 1b335a770b
commit f8713ceb46
5 changed files with 398 additions and 92 deletions
+1 -1
View File
@@ -148,5 +148,5 @@ void func_8012EBF8(GlobalContext* ctxt, RoomContext* roomCtxt){
func_8010A33C(ctxt, roomCtxt->currRoom.num);
func_8010A2DC(ctxt);
}
func_801A3CD8(ctxt->roomContext.currRoom.unk4);
func_801A3CD8(ctxt->roomContext.currRoom.echo);
}
+150 -58
View File
@@ -7,7 +7,17 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_Init.asm")
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_ReloadUnloadedObjects.asm")
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_FindSceneObjectIndex.asm")
s32 Scene_FindSceneObjectIndex(SceneContext* sceneCtxt, s16 objectId) {
s32 i;
for(i = 0; i < sceneCtxt->objectCount; i++) {
if((sceneCtxt->objects[i].id < 0 ? -sceneCtxt->objects[i].id : sceneCtxt->objects[i].id) == objectId) {
return i;
}
}
return -1;
}
s32 Scene_IsObjectLoaded(SceneContext* iParm1, s32 index) {
if (iParm1->objects[index].id > 0) {
@@ -25,16 +35,15 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/func_8012F73C.asm")
#ifdef NON_MATCHING
// Regalloc differences only
void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
ActorEntry* linkEntry;
s32 unused;
s32 loadReturn;
void* objectVramAddr;
s16 temp16;
linkEntry = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4) + (ctxt->entranceList[ctxt->curSpawn].spawn & 0xFF);
ctxt->linkActorEntry = linkEntry;
ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->spawnList.segment) + ctxt->setupEntranceList[ctxt->curSpawn].spawn;
if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.extra.unk010 == 0x02 && gSaveContext.extra.unk042 == 0x0CFF)
(gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF)
) {
Scene_LoadObject(&ctxt->sceneContext, 0x192);
return;
@@ -42,17 +51,19 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
loadReturn = Scene_LoadObject(&ctxt->sceneContext, 0x11);
temp16 = (&ctxt->sceneContext)->unk8;
objectVramAddr = ctxt->sceneContext.objects[temp16].vramAddr;
ctxt->sceneContext.unk8 = loadReturn & 0xFF;
objectVramAddr = ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr;
ctxt->sceneContext.objectCount = loadReturn & 0xFF;
ctxt->sceneContext.unk9 = loadReturn & 0xFF;
// More matching, but has code ordering issues in addition to one instance of regalloc
//temp16 = gSaveContext.perm.unk20;
//temp16 = D_801C2730[temp16];
temp16 = D_801C2730[gSaveContext.perm.unk20];
actorOverlayTable[0].initValues->objectDependency = temp16;
actorOverlayTable[0].initInfo->objectId = temp16;
Scene_LoadObject(&ctxt->sceneContext, temp16);
ctxt->sceneContext.objects[(&ctxt->sceneContext)->unk8].vramAddr = objectVramAddr;
ctxt->sceneContext.objects[ctxt->sceneContext.objectCount].vramAddr = objectVramAddr;
}
#else
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand00.asm")
@@ -60,18 +71,14 @@ GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand00.asm")
// Scene Command 0x01: Actor List
void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) {
GlobalContext *temp_a2;
temp_a2 = ctxt;
temp_a2->sceneNumActorsToLoad = (u16) entry->base.unk1;
ctxt = temp_a2;
ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
ctxt->sceneNumActorsToLoad = (u16) entry->base.data1;
ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt((void*)entry->base.data2);
ctxt->actorCtx.unkC = (u16)0;
}
// Scene Command 0x02: Cutscene Camera List
void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt((void*)entry->base.unk4);
ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt((void*)entry->base.data2);
}
// Scene Command 0x03: Collision Header
@@ -79,7 +86,7 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
BgMeshHeader* temp_ret;
BgMeshHeader* temp_s0;
temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt((void*)entry->base.unk4);
temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt((void*)entry->base.data2);
temp_s0 = temp_ret;
temp_s0->vertices = (BgVertex*)Lib_PtrSegToVirt(temp_ret->vertices);
temp_s0->polygons = (BgPolygon*)Lib_PtrSegToVirt(temp_s0->polygons);
@@ -98,99 +105,184 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->numRooms = (u8) entry->base.unk1;
ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt((void*)entry->base.unk4);
ctxt->numRooms = (u8) entry->base.data1;
ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt((void*)entry->base.data2);
}
// Scene Command 0x06: Entrance List
void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt((void*)entry->base.data2);
}
// Scene Command 0x07: Special Files
void Scene_HeaderCommand07(GlobalContext* ctxt, SceneCmd* entry) {
if (entry->base.unk4 != 0) {
ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext, entry->base.unk4);
if (entry->base.data2 != 0) {
ctxt->sceneContext.keepObjectId = Scene_LoadObject(&ctxt->sceneContext, entry->base.data2);
gRspSegmentPhysAddrs[5] = (u32)(ctxt->sceneContext.objects[ctxt->sceneContext.keepObjectId].vramAddr) + 0x80000000;
}
if (entry->base.unk1 != 0) {
// TODO:
// OOT has D_801C2650's equivalent as a list of navi messages that store SceneTableEntry structs.
// This needs to be something like (SceneTableEntry*)(&D_801C2650[entry->unk1])
// Currently D_801C2650 is not typed so that can't be completed at this moment.
ctxt->unk18868 = Play_LoadScene(ctxt, (SceneTableEntry*)(((entry->base.unk1 * 8) - 8) + &D_801C2650));
// OR LESS MATCHING:
//ctxt->unk18868 = Play_LoadScene(ctxt, (SceneTableEntry*)(&D_801C2650[entry->unk1 - 1]));
if (entry->base.data1 != 0) {
ctxt->unk18868 = Play_LoadScene(ctxt, &D_801C2650[entry->base.data1 - 1]);
}
}
// Scene Command 0x08: Room Behavior
void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.unk3 = entry->base.unk1;
ctxt->roomContext.currRoom.unk2 = entry->base.unk4 & 0xFF;
ctxt->roomContext.currRoom.unk5 = (entry->base.unk4 >> 8) & 1;
ctxt->msgCtx.unk12044 = (entry->base.unk4 >> 0xa) & 1;
ctxt->roomContext.currRoom.enablePosLights = (entry->base.unk4 >> 0xb) & 1;
ctxt->kankyoContext.unkE2 = (entry->base.unk4 >> 0xc) & 1;
ctxt->roomContext.currRoom.unk3 = entry->base.data1;
ctxt->roomContext.currRoom.unk2 = entry->base.data2 & 0xFF;
ctxt->roomContext.currRoom.unk5 = (entry->base.data2 >> 8) & 1;
ctxt->msgCtx.unk12044 = (entry->base.data2 >> 0xa) & 1;
ctxt->roomContext.currRoom.enablePosLights = (entry->base.data2 >> 0xb) & 1;
ctxt->kankyoContext.unkE2 = (entry->base.data2 >> 0xc) & 1;
}
// Scene Command 0x0A: Mesh Header
void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt((void*)entry->base.unk4);
ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt((void*)entry->base.data2);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0B.asm")
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0C.asm")
// Scene Command 0x0C: Light List
void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
s32 i;
LightInfo* lightInfo;
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0D.asm")
lightInfo = (LightInfo*)Lib_PtrSegToVirt((void*)entry->base.data2);
for (i = 0; i < entry->base.data1; i++)
{
Lights_Insert(ctxt, &ctxt->lightCtx, lightInfo);
lightInfo++;
}
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0E.asm")
// Scene Command 0x0D: Path List
void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->setupPathList = (void*)Lib_PtrSegToVirt((void*)entry->base.data2);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/func_8012FEBC.asm")
// Scene Command 0x0E: Transition Actor List
void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->transitionActorCount = entry->base.data1;
ctxt->transitionActorList = (TransitionActorInit*)Lib_PtrSegToVirt((void*)entry->base.data2);
func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand0F.asm")
void func_8012FEBC(GlobalContext* ctxt, u8* nbTransitionActors) {
*nbTransitionActors = 0;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/func_8012FF10.asm")
// Scene Command 0x0F: Light Setting List
void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->kankyoContext.environmentSettingsCount = entry->base.data1;
ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt((void*)entry->base.data2);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand11.asm")
s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) {
s32 vromStart = D_801C2660[fileIndex].vromStart;
s32 fileSize = D_801C2660[fileIndex].vromEnd - vromStart;
if (fileSize) {
ctxt->roomContext.unk74 = GameStateHeap_AllocFromEnd(&ctxt->state.heap, fileSize);
return DmaMgr_SendRequest0((s32)ctxt->roomContext.unk74, vromStart, fileSize);
}
// UB: Undefined behaviour to not have a return statement here, but it breaks matching.
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand12.asm")
// Scene Command 0x11: Skybox Settings
void Scene_HeaderCommand11(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->unk18874 = entry->skyboxSettings.skyboxId & 3;
ctxt->kankyoContext.unk17 = ctxt->kankyoContext.unk18 = entry->skyboxSettings.unk5;
ctxt->kankyoContext.unk1E = entry->skyboxSettings.unk6;
func_8012FF10(ctxt, entry->skyboxSettings.data1);
}
// Scene Command 0x12: Skybox Disables
void Scene_HeaderCommand12(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->kankyoContext.unk15 = entry->skyboxDisables.unk4;
ctxt->kankyoContext.unk16 = entry->skyboxDisables.unk5;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand10.asm")
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand05.asm")
// Scene Command 0x05: Wind Settings
void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) {
s8 temp1 = entry->windSettings.unk4;
s8 temp2 = entry->windSettings.unk5;
s8 temp3 = entry->windSettings.unk6;
ctxt->kankyoContext.unkAC = temp1;
ctxt->kankyoContext.unkAE = temp2;
ctxt->kankyoContext.unkB0 = temp3;
ctxt->kankyoContext.unkB4 = entry->windSettings.unk7;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand13.asm")
void Scene_HeaderCommand13(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->setupExitList = (void*)Lib_PtrSegToVirt((void*)entry->exitList.segment);
}
// Scene Command 0x09: Undefined
void Scene_HeaderCommand09(GlobalContext* ctxt, SceneCmd* entry) {
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand15.asm")
// Scene Command 0x15: Sound Settings
void Scene_HeaderCommand15(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->unk814 = entry->soundSettings.musicSeq;
ctxt->unk815 = entry->soundSettings.nighttimeSFX;
if(gSaveContext.extra.unk276 == 0xFF || func_801A8A50(0) == 0x57) {
func_801A400C(entry->soundSettings.bgmId);
}
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand16.asm")
// Scene Command 0x16: Echo Setting
void Scene_HeaderCommand16(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->roomContext.currRoom.echo = entry->echoSettings.echo;
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand18.asm")
// Scene Command 0x18: Alternate Headers
void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) {
SceneCmd** altHeaderList;
SceneCmd* altHeader;
if (gSaveContext.extra.sceneSetupIndex) {
altHeaderList = (SceneCmd**)Lib_PtrSegToVirt((void*)entry->altHeaders.segment);
altHeader = altHeaderList[gSaveContext.extra.sceneSetupIndex - 1];
if (altHeader != NULL) {
Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_PtrSegToVirt(altHeader));
(entry + 1)->base.code = 0x14;
}
}
}
// Scene Command 0x17: Cutscene Data
void Scene_HeaderCommand17(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->csCtx.cutsceneCount = (u8)entry->base.unk1;
ctxt->cutsceneList = (CutsceneEntry*)Lib_PtrSegToVirt((void*)entry->base.unk4);
ctxt->csCtx.cutsceneCount = (u8)entry->base.data1;
ctxt->cutsceneList = (CutsceneEntry*)Lib_PtrSegToVirt((void*)entry->base.data2);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand1B.asm")
// Scene Command 0x1B: Cutscene Actor List
void Scene_HeaderCommand1B(GlobalContext* ctxt, SceneCmd* entry) {
ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt((void*)entry->cutsceneActorList.segment), entry->cutsceneActorList.num);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand1C.asm")
// Scene Command 0x1C: Mini Maps
void Scene_HeaderCommand1C(GlobalContext* ctxt, SceneCmd* entry) {
func_80104CF4(ctxt);
func_8010549C(ctxt, entry->minimapSettings.segment);
}
// Scene Command 0x1D: Undefined
void Scene_HeaderCommand1D(GlobalContext* ctxt, SceneCmd* entry) {
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand1E.asm")
// Scene Command 0x1E: Minimap Chests
void Scene_HeaderCommand1E(GlobalContext* ctxt, SceneCmd* entry) {
func_8010565C(ctxt, entry->minimapChests.num, entry->minimapChests.segment);
}
GLOBAL_ASM("./asm/non_matchings/z_scene/Scene_HeaderCommand19.asm")