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:
Dragorn421
2026-03-02 16:45:07 +01:00
committed by GitHub
parent 3d51e21020
commit e66e6f8f1d
14 changed files with 2861 additions and 50 deletions
+2 -2
View File
@@ -41,8 +41,8 @@
* DPad-Down disables sending fault pages over osSyncPrintf.
*/
#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" \
"gc-us-mq:160 ique-cn:160"
#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" \
"gc-jp-mq:160 gc-us:160 gc-us-mq:160 ique-cn:160"
#include "libc64/sleep.h"
#include "libc64/sprintf.h"
+19 -18
View File
@@ -15,6 +15,7 @@
#include "play_state.h"
#include "player.h"
#include "save.h"
#include "line_numbers.h"
#include "assets/scenes/indoors/miharigoya/miharigoya_scene.h"
#include "assets/scenes/indoors/souko/souko_scene.h"
@@ -233,7 +234,7 @@ void* sDekuTreeEntranceTextures[] = {
void Scene_DrawConfigDekuTree(PlayState* play) {
u32 gameplayFrames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4763, 4810));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
@@ -246,7 +247,7 @@ void Scene_DrawConfigDekuTree(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sDekuTreeEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4783, 4830));
}
void Scene_DrawConfigDekuTreeBoss(PlayState* play) {
@@ -279,7 +280,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
s32 pad;
Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4905);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4905, 5001));
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@@ -308,7 +309,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT]);
gSPEndDisplayList(displayListHead++);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4956, 5052));
}
void Scene_DrawConfigTempleOfTime(PlayState* play) {
@@ -496,7 +497,7 @@ void Scene_DrawConfigFairysFountain(PlayState* play) {
void Scene_DrawConfigShadowTempleAndWell(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5384);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5384, 5432));
gameplayFrames = play->gameplayFrames;
@@ -516,7 +517,7 @@ void Scene_DrawConfigShadowTempleAndWell(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5416);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5416, 5464));
}
void* sThievesHideoutEntranceTextures[] = {
@@ -548,7 +549,7 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
s32 spB0;
s32 spAC;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5535);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5535, 5671));
spB0 = (play->roomCtx.drawParams[1] >> 8) & 0xFF;
spAC = play->roomCtx.drawParams[1] & 0xFF;
@@ -613,7 +614,7 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 4, 0, 32, 32, 1,
gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 128));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5644, 5776));
}
void Scene_DrawConfigWaterTempleBoss(PlayState* play) {
@@ -774,7 +775,7 @@ void* sIceCavernEntranceTextures[] = {
void Scene_DrawConfigIceCavern(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6042);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6042, 6102));
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@@ -794,7 +795,7 @@ void Scene_DrawConfigIceCavern(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6076);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6076, 6136));
}
void Scene_DrawConfigRoyalFamilysTomb(PlayState* play) {
@@ -875,7 +876,7 @@ void* sGTGEntranceTextures[] = {
void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6290);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6290, 6345));
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@@ -895,7 +896,7 @@ void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6320);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6320, 6375));
}
Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
@@ -1039,7 +1040,7 @@ void* sForestTempleEntranceTextures[] = {
void Scene_DrawConfigForestTemple(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6640);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6640, 6695));
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@@ -1059,7 +1060,7 @@ void Scene_DrawConfigForestTemple(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6671);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6671, 6726));
}
void* sSpiritTempleEntranceTextures[] = {
@@ -1068,12 +1069,12 @@ void* sSpiritTempleEntranceTextures[] = {
};
void Scene_DrawConfigSpiritTemple(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6752);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6752, 6786));
gSPSegment(POLY_XLU_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6762);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6762, 6796));
}
void Scene_DrawConfigHyruleField(PlayState* play) {
@@ -1558,7 +1559,7 @@ void Scene_DrawConfigLonLonRanch(PlayState* play) {
void Scene_DrawConfigFireTemple(PlayState* play) {
u32 gameplayFrames;
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7630);
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(7630, 7667));
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@@ -1575,7 +1576,7 @@ void Scene_DrawConfigFireTemple(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 64);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7653);
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(7653, 7690));
}
f32 D_8012A398 = 0.0f;