mirror of
https://github.com/zeldaret/oot
synced 2026-07-07 22:11:24 -04:00
gc-eu-dbg OK (#2700)
* gc-eu-dbg OK * cleanup/fortify makefile and line_numbers.h changes * fill segments.csv * add gc-eu-dbg to Jenkinsfile * cleanup/fortify dmadata_table.h * add gc-eu-dbg to readme * fix checksum check and compressed checksum
This commit is contained in:
+2
-2
@@ -41,8 +41,8 @@
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* DPad-Down disables sending fault pages over osSyncPrintf.
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*/
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#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-eu-mq-dbg:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160" \
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"gc-us-mq:160 ique-cn:160"
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#pragma increment_block_number "gc-eu:160 gc-eu-dbg:160 gc-eu-mq:160 gc-eu-mq-dbg:160 gc-jp:160 gc-jp-ce:160" \
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"gc-jp-mq:160 gc-us:160 gc-us-mq:160 ique-cn:160"
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#include "libc64/sleep.h"
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#include "libc64/sprintf.h"
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+19
-18
@@ -15,6 +15,7 @@
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#include "play_state.h"
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#include "player.h"
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#include "save.h"
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#include "line_numbers.h"
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#include "assets/scenes/indoors/miharigoya/miharigoya_scene.h"
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#include "assets/scenes/indoors/souko/souko_scene.h"
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@@ -233,7 +234,7 @@ void* sDekuTreeEntranceTextures[] = {
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void Scene_DrawConfigDekuTree(PlayState* play) {
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u32 gameplayFrames = play->gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4763, 4810));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
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@@ -246,7 +247,7 @@ void Scene_DrawConfigDekuTree(PlayState* play) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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SEGMENTED_TO_VIRTUAL(sDekuTreeEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4783, 4830));
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}
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void Scene_DrawConfigDekuTreeBoss(PlayState* play) {
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@@ -279,7 +280,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
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s32 pad;
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Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4905);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4905, 5001));
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_OPA_DISP++, 0x08,
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@@ -308,7 +309,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
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gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT]);
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gSPEndDisplayList(displayListHead++);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4956, 5052));
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}
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void Scene_DrawConfigTempleOfTime(PlayState* play) {
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@@ -496,7 +497,7 @@ void Scene_DrawConfigFairysFountain(PlayState* play) {
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void Scene_DrawConfigShadowTempleAndWell(PlayState* play) {
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u32 gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5384);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5384, 5432));
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gameplayFrames = play->gameplayFrames;
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@@ -516,7 +517,7 @@ void Scene_DrawConfigShadowTempleAndWell(PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5416);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5416, 5464));
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}
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void* sThievesHideoutEntranceTextures[] = {
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@@ -548,7 +549,7 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
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s32 spB0;
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s32 spAC;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5535);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5535, 5671));
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spB0 = (play->roomCtx.drawParams[1] >> 8) & 0xFF;
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spAC = play->roomCtx.drawParams[1] & 0xFF;
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@@ -613,7 +614,7 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 4, 0, 32, 32, 1,
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gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 128));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5644, 5776));
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}
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void Scene_DrawConfigWaterTempleBoss(PlayState* play) {
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@@ -774,7 +775,7 @@ void* sIceCavernEntranceTextures[] = {
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void Scene_DrawConfigIceCavern(PlayState* play) {
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u32 gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6042);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6042, 6102));
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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@@ -794,7 +795,7 @@ void Scene_DrawConfigIceCavern(PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6076);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6076, 6136));
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}
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void Scene_DrawConfigRoyalFamilysTomb(PlayState* play) {
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@@ -875,7 +876,7 @@ void* sGTGEntranceTextures[] = {
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void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
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u32 gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6290);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6290, 6345));
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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@@ -895,7 +896,7 @@ void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6320);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6320, 6375));
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}
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Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
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@@ -1039,7 +1040,7 @@ void* sForestTempleEntranceTextures[] = {
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void Scene_DrawConfigForestTemple(PlayState* play) {
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u32 gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6640);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6640, 6695));
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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@@ -1059,7 +1060,7 @@ void Scene_DrawConfigForestTemple(PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6671);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6671, 6726));
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}
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void* sSpiritTempleEntranceTextures[] = {
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@@ -1068,12 +1069,12 @@ void* sSpiritTempleEntranceTextures[] = {
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};
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void Scene_DrawConfigSpiritTemple(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6752);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6752, 6786));
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gSPSegment(POLY_XLU_DISP++, 0x08,
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SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6762);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6762, 6796));
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}
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void Scene_DrawConfigHyruleField(PlayState* play) {
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@@ -1558,7 +1559,7 @@ void Scene_DrawConfigLonLonRanch(PlayState* play) {
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void Scene_DrawConfigFireTemple(PlayState* play) {
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u32 gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7630);
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(7630, 7667));
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_OPA_DISP++, 0x08,
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@@ -1575,7 +1576,7 @@ void Scene_DrawConfigFireTemple(PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 64);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7653);
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(7653, 7690));
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}
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f32 D_8012A398 = 0.0f;
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