Decompile z_sram.c (#431)

* Decompile z_sram.c

* rename Sram_CalcChecksum to Sram_WriteSaveSlot

* progress

* done i think

* add original name comments

* temp substructs

* minor fixes

* review

* review 2

* fix

Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
Random
2020-10-11 19:45:08 +02:00
committed by GitHub
parent 9d35542207
commit b010db7c19
74 changed files with 1514 additions and 1672 deletions
+7 -7
View File
@@ -234,7 +234,7 @@ void Gameplay_Init(GlobalContext* globalCtx) {
globalCtx->cameraPtrs[0]->uid = 0;
globalCtx->activeCamera = 0;
func_8005AC48(&globalCtx->mainCamera, 0xFF);
func_800A9D28(globalCtx, &globalCtx->sub_1F74);
Sram_Init(globalCtx, &globalCtx->sramCtx);
func_80112098(globalCtx);
func_80110F68(globalCtx);
func_80110450(globalCtx);
@@ -317,7 +317,7 @@ void Gameplay_Init(GlobalContext* globalCtx) {
if (gSaveContext.nextDayTime != 0xFFFF) {
if (gSaveContext.nextDayTime == 0x8001) {
gSaveContext.unk_14++;
gSaveContext.numDays++;
gSaveContext.unk_18++;
gSaveContext.dogIsLost = true;
if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) ||
@@ -1724,12 +1724,12 @@ s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) {
}
void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) {
SaveSceneFlags* sceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum];
SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum];
sceneFlags->chest = globalCtx->actorCtx.flags.chest;
sceneFlags->swch = globalCtx->actorCtx.flags.swch;
sceneFlags->clear = globalCtx->actorCtx.flags.clear;
sceneFlags->collect = globalCtx->actorCtx.flags.collect;
savedSceneFlags->chest = globalCtx->actorCtx.flags.chest;
savedSceneFlags->swch = globalCtx->actorCtx.flags.swch;
savedSceneFlags->clear = globalCtx->actorCtx.flags.clear;
savedSceneFlags->collect = globalCtx->actorCtx.flags.collect;
}
void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entranceIndex, s32 roomIndex,