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https://github.com/zeldaret/st
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Decompile overlay 24 (Part 1) (#65)
* GameModeAdventure_001 OK * GameModeAdventure_024 17% * GameModeAdventure_024 73% * GameModeAdventure_024 99% * jp region differences * rename GameModeAdventure_024 and GameModeAdventure + UnkStruct_ov000_020d8660_024 OK * UnkActorSystem1OK * UnkActorSystem2 OK * delink more of ov024 & UnkStruct_027e0998_024 OK * improve instance stuff & UnkStruct_027e0cf8_024 OK * AdventureModeManager_160_024 OK & GameModeStartUp OK * fix regressions * fix regressions 2 * AdventureModeManager_170 OK * AdventureModeManager_174_Base OK * AdventureModeManager_174 OK * mark GameModeAdventure_024 as complete * AdventureModeManager_178 OK * AdventureModeManager_180 OK * AdventureModeManager_184_024 OK * AdventureModeManager_18C_024 OK & AdventureModeManager_190_024 OK * AdventureModeManager_15C_20_00 61% * AdventureModeManager_15C_20_00 OK * jp version differences * delink what's left in the overlay * fix regressions * AdventureModeManager_1B8_Base_024 98% * AdventureModeManager_1B8 48% and link AdventureModeManager_024 * AdventureModeManager_1B8_Base and AdventureModeManager_1B8 OK * oops * mark statics as local
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@@ -223,6 +223,26 @@ struct Mat4p {
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wColumn = W;
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}
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};
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extern "C" static inline void Vec2s_Clear(Vec2s *pVec) {
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s16 x = 0, y = 0;
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pVec->x = *(s16 *) &x;
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pVec->y = *(s16 *) &y;
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}
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extern "C" static inline void Vec2s_SetU(Vec2s *dest, Vec2us *src) {
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u16 x = src->x;
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u16 y = src->y;
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// clear current data
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dest->x = 0;
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dest->y = 0;
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// set new data
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dest->x = x;
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dest->y = y;
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}
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extern "C" {
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#else
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typedef struct Vec2b {
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