mirror of
https://github.com/zeldaret/st
synced 2026-07-03 04:53:00 -04:00
Decompile overlay 1 (Part 3) (#95)
* ZeldaArrangeBinary OK * ZeldaMapBinary 26% * UnkStruct_SceneChange1 -> EntranceInfo * cleanup EntranceInfo ctors * fix regressions * ZeldaMapBinary 47% * fix regressions * ZeldaMapBinary 73% * ZeldaMapBinary 89% * ZeldaMapBinary 99%
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+37
-4
@@ -9,6 +9,7 @@
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#include <compressed_pair.hpp>
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#include <msl_unk.hpp>
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#include <mem.h>
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#define TAG_UNK 0
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@@ -195,7 +196,7 @@ namespace std {
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return alloc().max_size();
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}
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size_t capacity() const {
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volatile size_t capacity() const {
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return capacity_.first();
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}
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@@ -207,10 +208,19 @@ namespace std {
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size_ = n;
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}
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void move_construct_to_end(iterator begin, iterator end);
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void move_construct_to_end(iterator begin, iterator end) {
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for (iterator it = this->end(); begin < end; begin++) {
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new(it) T(*begin);
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it++;
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size_++;
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}
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}
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//! TODO: probably a fake match?
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void reallocate_copy(size_t n) {
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__vec_deleter<T, Allocator> tmp(alloc());
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UnkMSLStruct1 unk = UnkMSLStruct1();
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UnkMSLStruct1 unk2 = UnkMSLStruct1();
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__vec_deleter<T, Allocator> tmp;
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tmp.allocate(n);
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tmp.move_construct_to_end(begin(), end());
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optimize_after_moved_from();
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@@ -219,6 +229,29 @@ namespace std {
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swap(size_, tmp.size_);
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}
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void move_construct_to_end_alt(iterator begin, iterator end) {
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move_construct_to_end_alt(begin, end, UnkMSLStruct1());
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}
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void move_construct_to_end_alt(iterator begin, iterator end, UnkMSLStruct1) {
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size_t diff = end - begin;
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memcpy(this->end(), begin, sizeof(T) * diff);
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memset(begin, 0, sizeof(T) * diff);
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size_ += diff;
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}
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//! TODO: non-matching (stack issues :)))))
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void reallocate_copy_alt(size_t n) {
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UnkMSLStruct1 unk2 = UnkMSLStruct1();
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__vec_deleter<T, Allocator> tmp;
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tmp.allocate(n);
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tmp.move_construct_to_end_alt(begin(), end());
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optimize_after_moved_from();
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swap(cap(), tmp.cap());
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swap(data_, tmp.data_);
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swap(size_, tmp.size_);
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}
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void reserve(size_t n) {
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if (n > cap()) {
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reallocate_copy(n);
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@@ -465,7 +498,7 @@ namespace std {
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typedef _Constructor::const_iterator const_iterator;
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vector() {}
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~vector() { }
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~vector() {}
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void push_back(const_reference x) {
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_Constructor::push_back(x);
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@@ -53,7 +53,15 @@ extern "C" {
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#define MUL_FX32(a, b) (fx32)((((s64) (a)) * ((s64) (b)) + 0x800) >> FX32_SHIFT)
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#define DIV_FX32(a, b) (((a) << FX32_SHIFT) / (b))
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// some kind of angle conversion? only used for angle values so far
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#define MUL_FX32_FX64(a, b) (fx32)(((((a) * (b)) + 0x80000000000LL) >> 32))
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#define UNK_FX_OPERATION_1(a) (MUL_FX32_FX64((u64) (a), 0xB60B60B60BLL) >> FX32_SHIFT)
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#define MUL_FX32_U(a, b) (fx32)((((u64) (a)) * ((u64) (b)) + 0x800) >> FX32_SHIFT)
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#define UNK_FX_OPERATION_2(a) MUL_FX32_U((u64) (a), FLOAT_TO_FX32(1.2f))
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#define DEG_TO_ANG(n) ((n) * 0x10000 / 360)
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#define DEG_TO_ANG_ALT(n) DEG_TO_ANG((u64) (n))
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#define SIN(n) (gSinCosTable[2 * ((n) >> 4)])
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#define COS(n) (gSinCosTable[2 * ((n) >> 4) + 1])
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@@ -82,6 +90,15 @@ static inline void Vec2p_Copy(const Vec2p *src, Vec2p *dst) {
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#endif
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}
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typedef union Vec2b {
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struct {
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/* 0 */ u8 x;
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/* 4 */ u8 y;
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/* 8 */
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};
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u8 coords[2];
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} Vec2b;
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typedef struct Mat2p {
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/* 00 */ Vec2p xColumn;
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/* 08 */ Vec2p yColumn;
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@@ -34,7 +34,7 @@ typedef volatile s8 vs8;
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typedef volatile f32 vf32;
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typedef volatile f64 vf64;
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typedef u32 BOOL;
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typedef s32 BOOL;
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#define ATTRIBUTE_ALIGN(x) __attribute__((aligned(x)))
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