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
This commit is contained in:
Yanis
2026-05-18 21:14:27 +02:00
committed by GitHub
parent 0f74fd4201
commit 90203403dd
250 changed files with 10263 additions and 2619 deletions
@@ -118,7 +118,7 @@ ARM bool MapObjectSwitchStep::vfunc_00(void) {
this->func_ov000_0209e11c(0, 1);
}
if (data_027e09a4->mSceneIndex >= SceneIndex_battle01 && data_027e09a4->mSceneIndex < SceneIndex_Max) {
if (data_027e09a4->mUnk_00.mSceneIndex >= SceneIndex_battle01 && data_027e09a4->mUnk_00.mSceneIndex < SceneIndex_Max) {
MapObjectSwitchStep_data_020b6118.func_ov000_0205fc20(0x78, 0x0C, NULL, NULL);
SET_FLAG(this->mFlags, MapObjFlag_5);
}
@@ -203,15 +203,15 @@ ARM void MapObjectSwitchStep::vfunc_18(s8 *param1, s8 param2) {
return;
}
if (data_027e09a4->mSceneIndex >= SceneIndex_battle01 && data_027e09a4->mSceneIndex < SceneIndex_Max) {
unk32 sp10;
if (data_027e09a4->mUnk_00.mSceneIndex >= SceneIndex_battle01 && data_027e09a4->mUnk_00.mSceneIndex < SceneIndex_Max) {
Vec2s sp10;
stack_struct sp8;
unk32 sp4;
u32 sp4;
//! TODO: fake match?
sp4 = *(u32 *) &this->mUnk_38;
if (data_027e0998->vfunc_00(&this->mPos, &sp10, &sp4)) {
if (data_027e0998->vfunc_00(&this->mPos, &sp10, (u16 *) &sp4)) {
sp8.mUnk_06 = 0x00;
MI_CpuFill32(0, &sp8, sizeof(sp8));
sp8.mUnk_05 = -1;