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-rw-r--r--mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipBombBagTheftCutscene.cpp9
-rw-r--r--mm/2s2h/Enhancements/Equipment/ChuDrops.cpp2
-rw-r--r--mm/2s2h/Rando/ActorBehavior/EnIn.cpp1
-rw-r--r--mm/2s2h/Rando/DrawItem.cpp4
-rw-r--r--mm/2s2h/Rando/MiscBehavior/KaleidoItemPage.cpp2
-rw-r--r--mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml18
-rw-r--r--mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml.rej37
-rw-r--r--mm/assets/xml/N64_US/objects/object_boss02.xml2
-rw-r--r--mm/assets/xml/N64_US/objects/object_shn.xml2
-rw-r--r--mm/assets/xml/N64_US/objects/object_skb.xml2
10 files changed, 29 insertions, 50 deletions
diff --git a/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipBombBagTheftCutscene.cpp b/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipBombBagTheftCutscene.cpp
index b8b96abf5..c53498456 100644
--- a/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipBombBagTheftCutscene.cpp
+++ b/mm/2s2h/Enhancements/Cutscenes/StoryCutscenes/SkipBombBagTheftCutscene.cpp
@@ -14,11 +14,10 @@ void RegisterSkipBombBagTheftCutscene() {
COND_VB_SHOULD(VB_SAKON_TAKE_DAMAGE, CVAR, {
EnSuttari* enSuttari = va_arg(args, EnSuttari*);
if (enSuttari->actor.colChkInfo.damageEffect == 0xF && enSuttari->scheduleResult == 4) {
- // unk428 stores the schedule return value, which becomes 4 when Sakon steals the bomb bag.
- // damageEffect is 0xF if the player stopped Sakon without killing him.
- // In this scenario, skip ahead to the transition instead of waiting for him flee.
- // No need to alter the scenario where the player kills Sakon, as the Bomb Shop Lady will already
- // trigger the transition upon his death.
+ // scheduleResult becomes 4 when Sakon steals the bomb bag. damageEffect is 0xF if the player stopped Sakon
+ // without killing him. In this scenario, skip ahead to the transition instead of waiting for him flee. N
+ // need to alter the scenario where the player kills Sakon, as the Bomb Shop Lady will already trigger the
+ // transition upon his death.
enSuttari->actor.speed = 0.0f;
SET_WEEKEVENTREG(WEEKEVENTREG_RECOVERED_STOLEN_BOMB_BAG);
SEQCMD_STOP_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 20);
diff --git a/mm/2s2h/Enhancements/Equipment/ChuDrops.cpp b/mm/2s2h/Enhancements/Equipment/ChuDrops.cpp
index f5b35df9a..72f62d0fe 100644
--- a/mm/2s2h/Enhancements/Equipment/ChuDrops.cpp
+++ b/mm/2s2h/Enhancements/Equipment/ChuDrops.cpp
@@ -62,7 +62,7 @@ static void ChuDrop_Draw(Actor* actor, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, (uintptr_t)gDropBombchuTex);
- gSPMatrix(POLY_OPA_DISP++, Matrix_Finalize(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
+ MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gItemDropDL);
}
diff --git a/mm/2s2h/Rando/ActorBehavior/EnIn.cpp b/mm/2s2h/Rando/ActorBehavior/EnIn.cpp
index 1143a595a..fcc40ca47 100644
--- a/mm/2s2h/Rando/ActorBehavior/EnIn.cpp
+++ b/mm/2s2h/Rando/ActorBehavior/EnIn.cpp
@@ -6,7 +6,6 @@ extern "C" {
#include "variables.h"
#include "overlays/actors/ovl_En_In/z_en_in.h"
void func_808F3C40(EnIn* enIn, PlayState* play);
-void Player_StartTalking(PlayState* play, Actor* actor);
}
void EnIn_OnOpenPurchaseText(u16* textId, bool* loadFromMessageTable) {
diff --git a/mm/2s2h/Rando/DrawItem.cpp b/mm/2s2h/Rando/DrawItem.cpp
index 2659e0a18..684e724a4 100644
--- a/mm/2s2h/Rando/DrawItem.cpp
+++ b/mm/2s2h/Rando/DrawItem.cpp
@@ -166,7 +166,7 @@ void DrawMilkRefill() {
Gfx_SetupDL25_Xlu(gPlayState->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_Finalize(gPlayState->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gPlayState->state.gfxCtx);
// Pattern Color
// Milk
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 13, 33, 255, 255);
@@ -216,7 +216,7 @@ void DrawSmallKey(RandoItemId randoItemId) {
break;
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_Finalize(gPlayState->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, gPlayState->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gGiSmallKeyCopyDL);
CLOSE_DISPS(gPlayState->state.gfxCtx);
diff --git a/mm/2s2h/Rando/MiscBehavior/KaleidoItemPage.cpp b/mm/2s2h/Rando/MiscBehavior/KaleidoItemPage.cpp
index 79f49dec9..35a2c3afb 100644
--- a/mm/2s2h/Rando/MiscBehavior/KaleidoItemPage.cpp
+++ b/mm/2s2h/Rando/MiscBehavior/KaleidoItemPage.cpp
@@ -183,7 +183,7 @@ void DrawItemCycleExtras(PlayState* play, u8 slot, u8 canCycle, u8 leftItem, u8
Matrix_Scale(finalScale, finalScale, 1.0f, MTXMODE_APPLY);
}
- MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, gPlayState->state.gfxCtx);
+ MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
// Render A button indicator when hovered and not cycling
if (!isCycling && sCycleActiveAnimTimer == 0 && pauseCtx->cursorSlot[PAUSE_ITEM] == slot &&
diff --git a/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml b/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml
index c7e2885d3..271e7b8bc 100644
--- a/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml
+++ b/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml
@@ -6,17 +6,35 @@
<Texture Name="Z2_IKANA_room_00Tex_020A40" Format="rgba16" Width="64" Height="64" Offset="0x20958"/>
<Room Name="Z2_IKANA_room_00" Offset="0x0"/>
+ <DList Name="Z2_IKANA_room_00DL_001040" Offset="0x1040"/>
+ <DList Name="Z2_IKANA_room_00DL_011DF0" Offset="0x11DF0"/>
+ <DList Name="Z2_IKANA_room_00DL_023880" Offset="0x23880"/>
+ <DList Name="Z2_IKANA_room_00DL_025F28" Offset="0x25F28"/>
</File>
<File Name="Z2_IKANA_room_01" Segment="3" Game="MM">
<Room Name="Z2_IKANA_room_01" Offset="0x0"/>
+ <DList Name="Z2_IKANA_room_01DL_000340" Offset="0x340"/>
+ <DList Name="Z2_IKANA_room_01DL_000478" Offset="0x478"/>
</File>
<File Name="Z2_IKANA_room_02" Segment="3" Game="MM">
<Room Name="Z2_IKANA_room_02" Offset="0x0"/>
+ <DList Name="Z2_IKANA_room_02DL_000370" Offset="0x370"/>
+ <DList Name="Z2_IKANA_room_02DL_001348" Offset="0x1348"/>
+ <DList Name="Z2_IKANA_room_02DL_001F70" Offset="0x1F70"/>
+ <DList Name="Z2_IKANA_room_02DL_002B00" Offset="0x2B00"/>
</File>
<File Name="Z2_IKANA_room_03" Segment="3" Game="MM">
<Room Name="Z2_IKANA_room_03" Offset="0x0"/>
+ <DList Name="Z2_IKANA_room_03DL_0002A0" Offset="0x2A0"/>
+ <DList Name="Z2_IKANA_room_03DL_001510" Offset="0x1510"/>
+ <DList Name="Z2_IKANA_room_03DL_002D40" Offset="0x2D40"/>
+ <DList Name="Z2_IKANA_room_03DL_002D50" Offset="0x2D50"/>
</File>
<File Name="Z2_IKANA_room_04" Segment="3" Game="MM">
<Room Name="Z2_IKANA_room_04" Offset="0x0"/>
+ <DList Name="Z2_IKANA_room_04DL_000550" Offset="0x550"/>
+ <DList Name="Z2_IKANA_room_04DL_002A70" Offset="0x2A70"/>
+ <DList Name="Z2_IKANA_room_04DL_007CD0" Offset="0x7CD0"/>
+ <DList Name="Z2_IKANA_room_04DL_008840" Offset="0x8840"/>
</File>
</Root>
diff --git a/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml.rej b/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml.rej
deleted file mode 100644
index 5e46592c0..000000000
--- a/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml.rej
+++ /dev/null
@@ -1,37 +0,0 @@
-diff a/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml b/mm/assets/xml/GC_US/scenes/Z2_IKANA/Z2_IKANA.xml (rejected hunks)
-@@ -6,17 +6,35 @@
- <Texture Name="Z2_IKANA_room_00Tex_020A40" Format="rgba16" Width="64" Height="64" Offset="0x20A40"/>
-
- <Room Name="Z2_IKANA_room_00" Offset="0x0"/>
-+ <DList Name="Z2_IKANA_room_00DL_001040" Offset="0x1040"/>
-+ <DList Name="Z2_IKANA_room_00DL_011DF0" Offset="0x11DF0"/>
-+ <DList Name="Z2_IKANA_room_00DL_023880" Offset="0x23880"/>
-+ <DList Name="Z2_IKANA_room_00DL_025F28" Offset="0x25F28"/>
- </File>
- <File Name="Z2_IKANA_room_01" Segment="3" Game="MM">
- <Room Name="Z2_IKANA_room_01" Offset="0x0"/>
-+ <DList Name="Z2_IKANA_room_01DL_000340" Offset="0x340"/>
-+ <DList Name="Z2_IKANA_room_01DL_000478" Offset="0x478"/>
- </File>
- <File Name="Z2_IKANA_room_02" Segment="3" Game="MM">
- <Room Name="Z2_IKANA_room_02" Offset="0x0"/>
-+ <DList Name="Z2_IKANA_room_02DL_000370" Offset="0x370"/>
-+ <DList Name="Z2_IKANA_room_02DL_001348" Offset="0x1348"/>
-+ <DList Name="Z2_IKANA_room_02DL_001F70" Offset="0x1F70"/>
-+ <DList Name="Z2_IKANA_room_02DL_002B00" Offset="0x2B00"/>
- </File>
- <File Name="Z2_IKANA_room_03" Segment="3" Game="MM">
- <Room Name="Z2_IKANA_room_03" Offset="0x0"/>
-+ <DList Name="Z2_IKANA_room_03DL_0002A0" Offset="0x2A0"/>
-+ <DList Name="Z2_IKANA_room_03DL_001510" Offset="0x1510"/>
-+ <DList Name="Z2_IKANA_room_03DL_002D40" Offset="0x2D40"/>
-+ <DList Name="Z2_IKANA_room_03DL_002D50" Offset="0x2D50"/>
- </File>
- <File Name="Z2_IKANA_room_04" Segment="3" Game="MM">
- <Room Name="Z2_IKANA_room_04" Offset="0x0"/>
-+ <DList Name="Z2_IKANA_room_04DL_000550" Offset="0x550"/>
-+ <DList Name="Z2_IKANA_room_04DL_002A70" Offset="0x2A70"/>
-+ <DList Name="Z2_IKANA_room_04DL_007CD0" Offset="0x7CD0"/>
-+ <DList Name="Z2_IKANA_room_04DL_008840" Offset="0x8840"/>
- </File>
- </Root>
diff --git a/mm/assets/xml/N64_US/objects/object_boss02.xml b/mm/assets/xml/N64_US/objects/object_boss02.xml
index 61e73c91b..c4987796d 100644
--- a/mm/assets/xml/N64_US/objects/object_boss02.xml
+++ b/mm/assets/xml/N64_US/objects/object_boss02.xml
@@ -71,7 +71,7 @@
<Animation Name="gTwinmoldHeadFlyAnim" Offset="0x9C78" />
<!-- Unused Empty Texture Animation -->
- <TextureAnimation Name="gTwinmoldUnusedTexAnim" Offset="0x9C90" />
+ <TextureAnimation Name="gTwinmoldEmpty2TexAnim" Offset="0x9C90" />
<!-- Twinmold Body Limb DisplayLists -->
<DList Name="gTwinmoldBodySegment1DL" Offset="0xECF0" />
diff --git a/mm/assets/xml/N64_US/objects/object_shn.xml b/mm/assets/xml/N64_US/objects/object_shn.xml
index 0c73ba109..a1f78cc2c 100644
--- a/mm/assets/xml/N64_US/objects/object_shn.xml
+++ b/mm/assets/xml/N64_US/objects/object_shn.xml
@@ -120,6 +120,6 @@
<Texture Name="gTownShootingGalleryManSkinTex" OutName="town_shooting_gallery_man_skin" Format="ci8" Width="8" Height="8" Offset="0x111D0" />
<!-- Unused Empty Texture Animation -->
- <TextureAnimation Name="gBurlyGuyUnused11210TexAnim" Offset="0x11210" />
+ <TextureAnimation Name="gBurlyGuyEmpty2TexAnim" Offset="0x11210" />
</File>
</Root>
diff --git a/mm/assets/xml/N64_US/objects/object_skb.xml b/mm/assets/xml/N64_US/objects/object_skb.xml
index b9ceb7a23..c7b9524c7 100644
--- a/mm/assets/xml/N64_US/objects/object_skb.xml
+++ b/mm/assets/xml/N64_US/objects/object_skb.xml
@@ -58,7 +58,7 @@
<Limb Name="gStalchildSpineLimb" Type="Standard" EnumName="STALCHILD_LIMB_SPINE" Offset="0x5EA0" />
<Skeleton Name="gStalchildSkel" Type="Normal" LimbType="Standard" LimbNone="STALCHILD_LIMB_NONE" LimbMax="STALCHILD_LIMB_MAX" EnumName="StalchildLimb" Offset="0x5EF8" />
<Animation Name="gStalchildWalkAnim" Offset="0x64E0" /> <!-- Original name is "stal_baby_walk" -->
- <!-- <Blob Name="object_skb_zeroes_unk_000064F0" Size="0x20" Offset="0x64F0" /> -->
+ <!-- <Blob Name="gStalchildEmpty4Blob" Size="0x20" Offset="0x64F0" /> -->
<Animation Name="gStalchildSitLaughAnim" Offset="0x697C" /> <!-- Original name is "suwari_wait" -->
<Animation Name="gStalchildSitTapToesAnim" Offset="0x6D90" /> <!-- Original name is "yankey_wait" -->
</File>