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work on m_Do_audio and d_com_inf_game (#18)
* fix float issues and add decompctx.py tool * work on m_Do_audio and d_com_inf_game * fix build
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@@ -1,6 +1,155 @@
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#ifndef JAZELAUDIO_JAIZELBASIC_H
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#define JAZELAUDIO_JAIZELBASIC_H
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#include "dolphin/types.h"
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class Vec;
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class JAISound;
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class JKRSolidHeap;
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class JAIZelBasic {
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public:
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JAIZelBasic();
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void zeldaGFrameWork();
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void heartGaugeOn();
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void processHeartGaugeSound();
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void gframeProcess();
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void resetProcess();
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void resetRecover();
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void bgmStreamPrepare(u32);
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void bgmStreamPlay();
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void bgmStart(u32, u32, s32);
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void bgmStop(u32, s32);
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void mainBgmStopOnly(u32);
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void subBgmStart(u32);
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void subBgmStop();
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void subBgmStopInner();
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void bgmNowBattle(f32);
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void bgmBattleGFrame();
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void stopBattleBgm();
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void bgmNowKaitengiri();
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void bgmHitSound(s32);
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void bgmSetSwordUsing(s32);
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void onEnemyDamage();
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void mbossBgmMuteProcess();
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void mbossBgmNearByProcess(f32);
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void checkBgmPlaying();
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void checkPlayingMainBgmFlag();
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void checkSubBgmPlaying();
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void checkPlayingSubBgmFlag();
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void checkPlayingStreamBgmFlag();
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void changeBgmStatus(s32);
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void changeSubBgmStatus(s32);
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void bgmMuteMtDragon();
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void enemyNearBy();
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void enemyNearByGFrame();
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void bgmAllMute(u32);
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void taktModeMute();
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void taktModeMuteOff();
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void cbPracticePlay(Vec*);
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void cbPracticeProcess();
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void cbPracticeStop();
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void checkCbPracticePlay();
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void prepareLandingDemo(s32);
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void startLandingDemo();
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void endLandingDemo();
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void initSe();
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void seStart(u32, Vec*, u32, s8, f32, f32, f32, f32, u8);
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void seStop(u32, s32);
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void checkSePlaying(u32);
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void seStopActor(Vec*, u32);
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void seDeleteObject(Vec*);
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void getLinkVoiceVowel(u32);
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void linkVoiceStart(u32, Vec*, u8, s8);
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void monsSeInit();
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void monsSeStart(u32, Vec*, u32, u32, s8);
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void kuroboMotionPlay(u32, Vec*, u32, s8);
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void kuroboVoicePlay(u32, Vec*, s8);
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void setLevObjSE(u32, Vec*, s8);
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void processLevObjSE();
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void initLevObjSE();
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void charVoicePlay(s32, s32, Vec*, s8);
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void messageSePlay(u16, Vec*, s8);
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void shipCruiseSePlay(Vec*, f32);
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void setShipSailState(s32);
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void init(JKRSolidHeap*, u32);
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void setOutputMode(u32);
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void talkIn();
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void talkOut();
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void menuIn();
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void menuOut();
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void getCameraInfo(Vec*, f32*[][][][], u32);
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void getCameraMapInfo(u32);
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void setCameraPolygonPos(Vec*);
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void setCameraGroupInfo(u8);
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void changeSeaBgm();
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void startIsleBgm();
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void setLinkGroupInfo(u8);
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void getMapInfoFxline(u32);
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void getMapInfoFxParameter(u32);
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void getMapInfoGround(u32);
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void setScene(s32, s32, s32, s32);
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void expandSceneBgmNum(u32);
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void checkLinkOnSea();
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void checkLinkOnBoardSea();
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void setSceneName(char*, s32, s32);
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void spotNameToId(char*);
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void sceneChange(u32, u32, u32, s32);
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void sceneBgmStart();
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void load1stDynamicWave();
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void check1stDynamicWave();
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void load2ndDynamicWave();
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void loadStaticWaves();
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void checkFirstWaves();
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void setLinkHp(s32, s32);
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void setLinkSwordType(s32, s32);
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void setLinkShieldType(s32, s32);
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void setLinkBootsType(s32);
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void setLinkOnBoard(s32);
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void bgmMute(JAISound**, u32, s32, u32);
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void checkStreamPlaying(u32);
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void stWaterLevelUp();
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void stWaterLevelDown();
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void stSkyCloisters();
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void stSkyCloistersProcess();
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void getRandomU32(u32);
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void setEventBit(void*);
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void checkEventBit(u16);
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void checkDayTime();
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void processTime();
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void processMorningToNormal();
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void checkOnOuterSea(f32*);
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void makeSound(u32);
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void checkSeqIDDemoPlaying(u32);
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void checkDemoFanfarePlaying();
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void processDemoFanfareMute();
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void muteMainBgmAll();
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void unmuteMainBgmAll();
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void demoBgmStop(u32);
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void isDemo();
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void checkSeaBgmID();
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void initSeaEnvPos();
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void registSeaEnvPos(Vec*);
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void seaEnvSePlay(u32, s8);
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void calcPosPanLR(Vec*);
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void calcPosPanSR(Vec*, f32);
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void calcPosVolume(Vec*, f32);
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void seaShoreSE(u32, Vec*, u32, s8);
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void initRiverPos();
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void registRiverPos(Vec*);
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void riverSePlay(u8, s8);
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void waterfallSePlay(u8, Vec*, s8);
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void initWindowPos();
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void registWindowPos(Vec*);
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void rainPlay(s32);
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static JAIZelBasic* getInterface() { return zel_basic; }
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static JAIZelBasic* zel_basic;
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/* 0x0 */ u8 field_0x0[0x20F4];
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};
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class JAIZelAnime {
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public:
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/* 0x0 */ u8 field_0x0[0x98];
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