Match retail BSS ordering (#1927)

* Match retail BSS ordering

* Revert moving some global variables to headers

* Adjust block numbers after header changes

* Fix debug build

* Overlay bss ordering

* Fix BSS ordering after header changes

* gc-eu-mq OK

* Implement preprocessor for #pragma increment_block_number

* Transfer usage comment from reencode.sh

* Use temporary directory instead of temporary file

* Move ColChkMassType back
This commit is contained in:
cadmic
2024-04-14 14:51:32 -07:00
committed by GitHub
parent a94661054e
commit f643499462
25 changed files with 224 additions and 165 deletions
+6 -1
View File
@@ -8,6 +8,9 @@
#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "assets/objects/object_bdoor/object_bdoor.h"
// For retail BSS ordering, the block number of sCurCeilingPoly
// must be between 2 and 243 inclusive.
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;
@@ -1894,7 +1897,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
return false;
}
// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
#pragma increment_block_number 22
// Local data used for Farore's Wind light (stored in BSS)
LightInfo D_8015BC00;
LightNode* D_8015BC10;
s32 D_8015BC14;