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https://github.com/zeldaret/st
synced 2026-08-05 17:43:43 -04:00
8d759ee331
* run ninja format * delink what's left from overlay 1 (except dsprotect) * fix regressions * UnkStruct_027e0ce0_1C_001 97% * UnkStruct_0204a110_001 OK * UnkStruct_ov024_020d86a0_001 OK * UnkStruct_ov000_020b50c0_001 OK * GameModeCreate OK * AdventureModeManager_001 OK * GameModeAdventure_001 OK * AdventureModeManager_001 OKn't because weak issues * ZeldaCollisionBinary OK * UnkStruct_027e09c0_001 OK * UnkStruct_ov000_020b504c_001 OK * UnkStruct_ov000_02067bc4.hpp -> UnkStruct_ov000_020b504c.hpp * match overlay 97 * match overlay 100 * run ninja format
41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
#pragma once
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#include "FileSelect/FileSelectUnkDraw.hpp"
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#include "System/SysNew.hpp"
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#include "types.h"
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// members 00 04 and 08 are used in data_ov000_020b1d74 to figure out which overlay to load next in slot 1
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class UnkStruct_0204a088 : public AutoInstance<UnkStruct_0204a088> {
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public:
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/* 000 */ unk32 mUnk_00; // current index
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/* 000 */ unk32 mUnk_04; // prev index
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/* 000 */ unk32 mUnk_08; // next index
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/* 00C */ FileSelectManager_UnkDrawBase mUnk_0C[23]; // 23 possible overlays
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/* 120 */ u16 mUnk_120;
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/* 122 */ bool mUnk_122;
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/* 123 */ bool mUnk_123;
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/* 124 */ bool mUnk_124;
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/* 125 */ bool mUnk_125;
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/* 126 */ bool mUnk_126;
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/* 127 */ bool mUnk_127;
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/* 128 */ unk16 mUnk_128;
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/* 12C */
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UnkStruct_0204a088();
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// overlay 0
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void func_ov000_02061098(void);
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void func_ov000_020611dc(void *param1, unk32 param2);
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bool func_ov000_020611fc(unk32 param2); // sets new index
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bool func_ov000_02061224(void);
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void func_ov000_02061230(void);
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void func_ov000_02061248(void);
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// overlay 1
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void func_ov001_020bd6f8();
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static UnkStruct_0204a088 *Create();
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};
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extern UnkStruct_0204a088 *data_0204a088;
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