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%
This commit is contained in:
Yanis
2026-07-01 04:09:04 +02:00
committed by GitHub
parent 6ea40b4493
commit 4074a603d2
76 changed files with 1924 additions and 643 deletions
@@ -12,7 +12,8 @@
extern "C" void func_ov000_0205ca74(unk32);
extern "C" void func_ov000_0205d65c(void *, VecFx32 *, VecFx32 *, u32);
PlayerSceneChange::PlayerSceneChange() {
PlayerSceneChange::PlayerSceneChange() :
mUnk_54(false) {
this->mUnk_68 = this->mUnk_2C->mUnk_14C;
this->mUnk_6C = -1;
@@ -77,16 +78,16 @@ extern "C" void func_01ff930c(UnkStruct_ov000_0208f820_40 *, unk16, unk32);
// https://decomp.me/scratch/c7PhN
void PlayerSceneChange::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) {
const fx16 *pSinCosTable = gSinCosTable;
Vec2b stack4;
Vec2bCpp stack4;
s16 stack3;
Vec2b stack2;
Vec2bCpp stack2;
UnkStackStruct1 stack;
switch (param1->mUnk_04) {
case 0x3C: {
int iVar19 = data_027e0cd8->mUnk_0C->func_ov000_02080658((this->mUnk_2C->mUnk_148 >> 16) & 0x3F, &this->mUnk_54);
if (iVar19 != 0 && this->mUnk_28->mUnk_94 != 0 && func_ov096_02179c14()) {
this->mUnk_54.mUnk_10 = 1;
this->mUnk_54.unk_10 = 1;
}
switch (this->mUnk_68) {
@@ -301,7 +302,7 @@ void PlayerSceneChange::vfunc_0C(UnkStruct_PlayerGet_vfunc_0C_param1 *param1) {
this->mUnk_68 = data_027e09a4->func_ov000_02070554();
}
SceneIndex eScene = data_027e09a4->mUnk_00.mSceneIndex;
SceneIndex eScene = data_027e09a4->CurrentSceneIndex();
if (eScene == SceneIndex_tekiya07) {
this->mUnk_68 = 0x18;
} else {