move / fix bunch of stuff (#133)

* fix some class structures / d_event wip

* d_event wip

* move gamepad stuff

* move m_Do_main

* move d_bomb / partial m_Do_reset

* format

* remove asm

* add Z2SoundID enum

* move some Z2 classes

* fix

* move more Z2 stuff

* fix fopAc_ac_c more
This commit is contained in:
TakaRikka
2021-06-12 15:22:36 -07:00
committed by GitHub
parent 5be309a186
commit 4448c08ac0
132 changed files with 6755 additions and 3217 deletions
+67 -47
View File
@@ -69,36 +69,6 @@ struct Z2SeMgr {
/* 802B9AC4 */ void resetCrowdSize();
};
struct JAISoundID {
/* 802B9B60 */ JAISoundID(u32);
/* 802B995C */ JAISoundID(JAISoundID const&);
/* 802B9A88 */ void operator=(JAISoundID const&);
};
struct Z2SceneMgr {
/* 802B6840 */ Z2SceneMgr();
/* 802B68B0 */ void setInDarkness(bool);
/* 802B68E0 */ void setSceneExist(bool);
/* 802B697C */ void setFadeOutStart(u8);
/* 802B6A18 */ void setFadeInStart(u8);
/* 802B6AF8 */ void setSceneName(char*, s32, s32);
/* 802B9B68 */ void sceneChange(JAISoundID, u8, u8, u8, u8, u8, bool);
/* 802B9C50 */ void framework();
/* 802B9D40 */ void load1stDynamicWave();
/* 802B9D98 */ void _load1stWaveInner_1();
/* 802B9FC8 */ void _load1stWaveInner_2();
/* 802BA09C */ void check1stDynamicWave();
/* 802BA120 */ void load2ndDynamicWave();
/* 802BA294 */ void sceneBgmStart();
/* 802BA56C */ void loadStaticWaves();
/* 802BA5C0 */ bool checkFirstWaves();
/* 802BA5C8 */ void eraseSeWave(u32);
/* 802BA630 */ void eraseBgmWave(u32);
/* 802BA698 */ void getWaveLoadStatus(u32, u32);
/* 802BA704 */ void loadSeWave(u32);
/* 802BA770 */ void loadBgmWave(u32);
};
struct Z2FxLineMgr {
/* 802BAEB8 */ void setSceneFx(s32);
};
@@ -135,11 +105,6 @@ struct JAISoundParamsMove {
/* 802A2DB4 */ void moveVolume(f32, u32);
};
struct JAISound {
/* 802A24DC */ void stop(u32);
/* 802B9988 */ void getID() const;
};
//
// Forward References:
//
@@ -244,6 +209,35 @@ extern "C" extern u8 data_80450CC0[4 + 4 /* padding */];
//
/* 802B6840-802B68B0 2B1180 0070+00 0/0 1/1 0/0 .text __ct__10Z2SceneMgrFv */
// Missing 2 instructions (beginning and end)
#ifdef NONMATCHING
Z2SceneMgr::Z2SceneMgr(void) {
lbl_80450B80 = this;
sceneNum = -1;
timer = -1;
BGM_ID = -1;
roomNum = -1;
SeWave_1 = 0;
SeWaveToErase_1 = 0;
SeWave_2 = 0;
SeWaveToErase_2 = 0;
BgmWave_1 = 0;
BgmWaveToErase_1 = 0;
BgmWave_2 = 0;
BgmWaveToErase_2 = 0;
SeWave_3 = 0;
SeWaveToErase_3 = 0;
field_0x18 = 0;
field_0x19 = 0;
field_0x1a = 0;
field_0x1b = 0;
sceneExist = 0;
inGame = 0;
inDarkness = false;
field_0x17 = 0;
return;
}
#else
#pragma push
#pragma optimization_level 0
#pragma optimizewithasm off
@@ -252,6 +246,7 @@ asm Z2SceneMgr::Z2SceneMgr() {
#include "asm/Z2AudioLib/Z2SceneMgr/__ct__10Z2SceneMgrFv.s"
}
#pragma pop
#endif
/* 802B68B0-802B68E0 2B11F0 0030+00 0/0 1/1 0/0 .text setInDarkness__10Z2SceneMgrFb */
#pragma push
@@ -276,6 +271,29 @@ SECTION_SDATA2 static u8 lit_3511[4] = {
SECTION_SDATA2 static f32 lit_3512 = 1.0f;
/* 802B68E0-802B697C 2B1220 009C+00 3/3 2/2 2/2 .text setSceneExist__10Z2SceneMgrFb */
#ifdef NONMATCHING
void Z2SceneMgr::setSceneExist(bool param_1) {
Z2SoundMgr* Z2soundMgrPtr;
sceneExist = param_1;
timer = 0;
Z2soundMgrPtr = lbl_80450B60;
if (param_1 == false) {
Z2soundMgrPtr->JAISoundParamsMove->moveVolume(FLOAT_LABEL(lit_3511), 0xb4);
} else {
inGame = 1;
if (SeWave_3 == 0x85) {
Z2soundMgrPtr->JAISoundParamsMove->moveVolume(FLOAT_LABEL(lit_3511), 0);
} else {
if (SeWave_3 == 0x7f) {
lbl_80450B88->seMoveVolumeAll(FLOAT_LABEL(lit_3511), 0);
} else {
Z2soundMgrPtr->JAISoundParamsMove->moveVolume(lit_3512, 0x21);
}
}
}
return;
}
#else
#pragma push
#pragma optimization_level 0
#pragma optimizewithasm off
@@ -284,6 +302,7 @@ asm void Z2SceneMgr::setSceneExist(bool param_0) {
#include "asm/Z2AudioLib/Z2SceneMgr/setSceneExist__10Z2SceneMgrFb.s"
}
#pragma pop
#endif
/* ############################################################################################## */
/* 80455A40-80455A48 004040 0004+04 1/1 0/0 0/0 .sdata2 @3529 */
@@ -725,18 +744,18 @@ asm void Z2SceneMgr::setSceneName(char* param_0, s32 param_1, s32 param_2) {
}
#pragma pop
/* 802B995C-802B9968 2B429C 000C+00 1/1 0/0 0/0 .text __ct__10JAISoundIDFRC10JAISoundID
*/
#pragma push
#pragma optimization_level 0
#pragma optimizewithasm off
asm JAISoundID::JAISoundID(JAISoundID const& param_0) {
nofralloc
#include "asm/Z2AudioLib/Z2SceneMgr/__ct__10JAISoundIDFRC10JAISoundID.s"
//! @meme this looks to be non-inlined here because @ref setSceneName is too large
JAISoundID::JAISoundID(JAISoundID const& soundIdToSet) {
mId = soundIdToSet.mId;
}
#pragma pop
/* 802B9968-802B9978 2B42A8 0010+00 1/1 0/0 0/0 .text setFieldBgmPlay__8Z2SeqMgrFb */
// 1 Instruction off
#ifdef NONMATCHING
void Z2SeqMgr::setFieldBgmPlay(bool param_1) {
unk_1 = (param_1 & 1U) << 2 | unk_1 & 0xfb;
}
#else
#pragma push
#pragma optimization_level 0
#pragma optimizewithasm off
@@ -745,6 +764,7 @@ asm void Z2SeqMgr::setFieldBgmPlay(bool param_0) {
#include "asm/Z2AudioLib/Z2SceneMgr/setFieldBgmPlay__8Z2SeqMgrFb.s"
}
#pragma pop
#endif
/* 802B9978-802B9988 2B42B8 0010+00 1/1 0/0 0/0 .text isActive__12JAIStreamMgrCFv */
#pragma push
@@ -760,7 +780,7 @@ asm void JAIStreamMgr::isActive() const {
#pragma push
#pragma optimization_level 0
#pragma optimizewithasm off
asm void JAISound::getID() const {
asm JAISoundID JAISound::getID() const {
nofralloc
#include "asm/Z2AudioLib/Z2SceneMgr/getID__8JAISoundCFv.s"
}
@@ -859,8 +879,8 @@ asm void Z2SeqMgr::setWindStoneVol(f32 param_0, u32 param_1) {
#pragma pop
/* 802B9B60-802B9B68 -00001 0008+00 0/0 0/0 0/0 .text __ct__10JAISoundIDFUl */
JAISoundID::JAISoundID(u32 param_0) {
*(u32*)this = (u32)(param_0);
JAISoundID::JAISoundID(u32 id) {
mId = id;
}
/* 802B9B68-802B9C50 2B44A8 00E8+00 1/1 0/0 0/0 .text