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authorDerek Hensley <hensley.derek58@gmail.com>2022-07-11 20:06:21 -0700
committerGitHub <noreply@github.com>2022-07-11 23:06:21 -0400
commit85b19de4ab93ac0d36ff7e37a1a130b44c02316a (patch)
tree9d6f0f377fdbad3902e7c2661f84a476bf14bdb3 /docs/tutorial/documenting.md
parent81ce7bebccfbd0d4804a26be7eb845e1294e634f (diff)
General Cleanup 4 (#871)
* PartTimerWorker -> PartTimer * cleanup * format * objChan draw macro * Fix macro * Fix warning * PR Review * Missed 1 ull * UINT16_MAX * Remove todo from footmark * Remove * from tex in AnimatedMat_DrawTexCycle
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@@ -420,7 +420,7 @@ This leaves one piece of data unnamed, `D_80C106C8`. This is initially set to `0
What is this doing? We need to understand that to name this variable.
-The N64's processors cannot use segmented addresses: they need actual RAM addresses. Therefore the segmented addresses have to be converted before being placed on a segment: this is what `Lib_SegmentedToVirtual` does. So (somewhat unusually) this loop is modifying the addresses in the actor's actual data in RAM. Having converted the addresses once, it wouldn't make any sense to convert them again, but `Init` would run every time an instantiation of the actor is created. Therefore `D_80C106C8` is present to ensure that the addresses only get converted once: it is really a boolean that indicates if the addresses have been converted. So let's call it `texturesDesegmented`, and replace its values by `true` and `false`.
+The N64's processors cannot use segmented addresses: they need actual RAM addresses. Therefore the segmented addresses have to be converted before being placed on a segment: this is what `Lib_SegmentedToVirtual` does. So (somewhat unusually) this loop is modifying the addresses in the actor's actual data in RAM. Having converted the addresses once, it wouldn't make any sense to convert them again, but `Init` would run every time an instantiation of the actor is created. Therefore `D_80C106C8` is present to ensure that the addresses only get converted once: it is really a boolean that indicates if the addresses have been converted. So let's call it `sTexturesDesegmented`, and replace its values by `true` and `false`.
Finally, clearly `4` is linked to the data over which we're iterating: namely it's the size of the array. We have a macro for this, `ARRAY_COUNT(sEyeTextures)`.