diff options
| author | Tharo <17233964+Thar0@users.noreply.github.com> | 2021-08-04 04:21:31 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-08-03 23:21:31 -0400 |
| commit | 7743e5a2c4b6d01c847dea8929c707e65e5e18b3 (patch) | |
| tree | 344b481b7f247b8718db059cac0042e921115714 /src/code/code_8012EC80.c | |
| parent | 60ff2079829021dcc80f40171ca2652f3ab1f9ae (diff) | |
Overhaul the build system (#234)
* wip
* fix
* add disassembler
* Disasm builds OK
* Variable addends
* More wip
* Rodata migration implemented
* Cleanup old tools
* Try fix submodule -> subrepo merge
* git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "602e609"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "602e609"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Builds again but assets are totally broken
* git subrepo pull --force tools/asm-processor
subrepo:
subdir: "tools/asm-processor"
merged: "1ffdb08a"
upstream:
origin: "https://github.com/simonlindholm/asm-processor.git"
branch: "master"
commit: "1ffdb08a"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables
* rm z64compress in preparation for subrepo
* git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "eb11085c"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "eb11085c"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Fix asset extraction
* Fix diff-init make rule
* Split code bss
* Split assumed linker bug padding from assembly files
* add filelists for mm.us.rev1
* Maybe working, but I'm not sure
* add overlays to spec
* Add rodata to actos
* Everything compiles
* Make a lot of C files for code
* Add almost every file in code to spec
* whoops
* 3 code files left
* add scenes to spec
* More progress on progress.py
* Fix skelanime in spec
* audio files!
* Fix merge issues
* Fix some C files in code
* Fix remaining code files
* Use existing O1 C files in spec
* reorder boot order in spec
* update spec
* fault.c
* Convert relocs on completed actors, fixbaserom uses current rom name
* more boot files
* Add VT macros and script
* finish already existing boot files
* most of libultra
* fix 64bits libultra files
* Use C files for libultra, wrap some functions in NON_MATCHING
* Remove duplicate of OS_CLOCK_RATE from fault.c
* C files for fbdemos
* delete dumb files
* bootstrap C files, still need to add them to the spec
* update fixbaserom
* boot OK?
* I forgot to commit the spec
* C for gamestates
* C for kaleido
* Change all includes to ""
* copy actor sizes script from oot
* I forgot to delete those files
* Basic C files for effects
* Add effects initvars names
* Remove mislabelled boot functions from header/txt
* Begin porting bootstrap_fx, some sizes
* Fix <>
* Fix enum
* Fix diff.py
* fix libultra stuff
* update regconvert
* update setup warnings
* add some missing ;
* Fix some makefile stuff and other fixes on some non_matching functions
* add executable flag in extract_baserom and fixbaserom
* fix relative path
* copy assist from oot
* fix map path
* another assist path fix
* Delete C files for handwritten files
* add code_801A51F0 to spec
* add gfxbuffers to spec
* Move rodata to top of each file when possible
* UNK_TYPEs for func_801A51F0
* Remove kaleido rodata from spec
* Update spec and undefined_syms for recent merge
* GCC warnings and fix errors in nonmatchings,
* round percentage numbers
* progress script: format changes
* progress: error on non-existing files
* fix warning in z_scene_table
* Match 2 nonmatchings in z_actor
* Warnings in lightswitch and invadepoh
* Fix warning in z_actor_dlftbls
* I though I fixed this one
* whoops
* Comment out CC_CHECK
* Removed redundant ultra64.h includes
* Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms
* Completed gamestates bootstrap
* Split kaleido_scope
* Remove section.h and segment.h, move keep object externs to a common location in variables.h
* Completed effects bootstrap
* Segmented address externs for effects, fbdemos, gamestates and kaleido
* Move actor data externs out of the if 0
* Segmented address externs for actors
* Prepare actionfunc detection
* fix script, how did it even work before
* Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler
* Automated actionFunc detection in actors
* Segmented addresses from player .text
* rm old segment addrs script and fix build
* Move sizes folder to tools
* Make build.py executable
* New Jenkinsfile Prayge
* Remove numpy dependencies
* Add warnings_disasm_current.txt
* my bad
* Update spec and undefined_syms
* Add z_eff_ss_hahen to pametfrog
* git subrepo pull (merge) --force tools/z64compress
subrepo:
subdir: "tools/z64compress"
merged: "163ca2af"
upstream:
origin: "https://github.com/z64me/z64compress.git"
branch: "main"
commit: "163ca2af"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "2f68596"
* Make z64compress print to stdout
* sneeky commit to update warnings tooling
* test
* Another test
* Mark fixing overlay reloc generating as a TODO
* Update warnings stuff
* Communicate the return code from running z64compress back to the Makefile through the wrapper
* Run formatter, remove extra commented copy of function
* Re-fix some includes
* Convert atan to hex to conform to decided style
* Some tidying up, remove c for fp and the other two handwritten code files
* BSS in z_collision_check & z_scene_proc
* add static back in
* Fix timerintr bss, add file to spec, some cleanup
* Remove externs
* Newline
* Readd enums
* Typo
* Colours
* Comments for hitmark enum values
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Improvements and suggestions
* Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Diffstat (limited to 'src/code/code_8012EC80.c')
| -rw-r--r-- | src/code/code_8012EC80.c | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/src/code/code_8012EC80.c b/src/code/code_8012EC80.c new file mode 100644 index 000000000..feec42940 --- /dev/null +++ b/src/code/code_8012EC80.c @@ -0,0 +1,321 @@ +#include "global.h" + +// Bit Flag array in which gBitFlags[n] is literally (1 << n) +u32 gBitFlags[] = { + (1 << 0), (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7), + (1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15), + (1 << 16), (1 << 17), (1 << 18), (1 << 19), (1 << 20), (1 << 21), (1 << 22), (1 << 23), + (1 << 24), (1 << 25), (1 << 26), (1 << 27), (1 << 28), (1 << 29), (1 << 30), (1 << 31), +}; + +u16 gEquipMasks[] = { 0x000F, 0x00F0, 0x0F00, 0xF000 }; +u16 gEquipNegMasks[] = { 0xFFF0, 0xFF0F, 0xF0FF, 0x0FFF }; +u32 gUpgradeMasks[] = { + 0x00000007, 0x00000038, 0x000001C0, 0x00000E00, 0x00003000, 0x0001C000, 0x000E0000, 0x00700000, +}; +u32 gUpgradeNegMasks[] = { + 0xFFFFFFF8, 0xFFFFFFC7, 0xFFFFFE3F, 0xFFFFF1FF, 0xFFFFCFFF, 0xFFFE3FFF, 0xFFF1FFFF, 0xFF8FFFFF, +}; +u8 gEquipShifts[] = { 0, 4, 8, 12 }; +u8 gUpgradeShifts[] = { 0, 3, 6, 9, 12, 14, 17, 20, 0, 0, 0, 30, 0, 40, 0, 50 }; + +u16 gUpgradeCapacities[][4] = { + { 0, 20, 30, 40 }, // Bomb Bags + { 0, 0, 0, 0 }, // Unused (Scale) + { 0, 0, 0, 0 }, // Unused (Strength) + { 99, 200, 500, 500 }, // Wallets + { 0, 30, 40, 50 }, // Quivers + { 0, 10, 20, 30 }, // Unused (Deku Stick) + { 0, 20, 30, 40 }, // Unused (Deku Nut) +}; + +u32 gGsFlagsMask[] = { 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 }; +u32 gGsFlagsShift[] = { 0, 8, 16, 24 }; + +// TODO: use symbols for these icon textures once textures are properly in C +void* gItemIcons[] = { + 0x08000000, 0x08001000, 0x08002000, 0x08003000, 0x08004000, 0x08005000, 0x08006000, 0x08007000, 0x08008000, + 0x08009000, 0x0800A000, 0x0800B000, 0x0800C000, 0x0800D000, 0x0800E000, 0x0800F000, 0x08010000, 0x08011000, + 0x08012000, 0x08013000, 0x08014000, 0x08015000, 0x08016000, 0x08017000, 0x08018000, 0x08019000, 0x0801A000, + 0x0801B000, 0x0801C000, 0x0801D000, 0x0801E000, 0x0801F000, 0x08020000, 0x08021000, 0x08022000, 0x08023000, + 0x08024000, 0x08025000, 0x08026000, 0x08027000, 0x08028000, 0x08029000, 0x0802A000, 0x0802B000, 0x0802C000, + 0x0802D000, 0x0802E000, 0x0802F000, 0x08030000, 0x08031000, 0x08032000, 0x08033000, 0x08034000, 0x08035000, + 0x08036000, 0x08037000, 0x08038000, 0x08039000, 0x0803A000, 0x0803B000, 0x0803C000, 0x0803D000, 0x0803E000, + 0x0803F000, 0x08040000, 0x08041000, 0x08042000, 0x08043000, 0x08044000, 0x08045000, 0x08046000, 0x08047000, + 0x08048000, 0x08049000, 0x0804A000, 0x0804B000, 0x0804C000, 0x0804D000, 0x0804E000, 0x0804F000, 0x08050000, + 0x08051000, 0x08052000, 0x08053000, 0x08054000, 0x08055000, 0x08056000, 0x08057000, 0x08058000, 0x08059000, + 0x0805A000, 0x0805B000, 0x0805C000, 0x0805D000, 0x0805E000, 0x0805F000, 0x08060000, 0x08062000, 0x08062000, + 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, + 0x08062000, 0x08061000, 0x09000000, 0x09000900, 0x09001200, 0x08062000, 0x08062000, 0x08062000, 0x09003600, + 0x09004800, 0x09003F00, 0x09005100, 0x09005A00, 0x09006300, 0x09006C00, 0x08062180, 0x08062A80, 0x08063380, + 0x020028A0, 0x020025A0, 0x020027A0, 0x020026A0, 0x020024A0, +}; + +// Used to map item IDs to inventory slots +u8 gItemSlots[] = { + 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, + 0x10, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, + 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x05, 0x05, 0x05, 0x05, 0x05, 0x0B, 0x0B, 0x11, + 0x11, 0x11, 0x1D, 0x23, 0x29, 0x2F, 0x28, 0x26, 0x19, 0x20, 0x1E, 0x2C, 0x24, 0x25, 0x18, 0x27, + 0x1C, 0x2B, 0x21, 0x2A, 0x2D, 0x1B, 0x1F, 0x1A, 0x22, 0x2E, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, +}; + +s16 gItemPrices[] = { + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0, 20, + 5, 20, 20, 50, 50, 200, 20, 20, 20, 200, 5, 0, 200, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, +}; + +// Used to map scene indexes to their region in Termina +u16 gScenesPerRegion[11][27] = { + // Great Bay + { + SCENE_30GYOSON, + SCENE_LABO, + SCENE_FISHERMAN, + SCENE_SINKAI, + SCENE_31MISAKI, + SCENE_TORIDE, + SCENE_KAIZOKU, + SCENE_PIRATE, + SCENE_35TAKI, + SCENE_KINDAN2, + -1, + }, + // Zora Hall + { + SCENE_33ZORACITY, + SCENE_BANDROOM, + -1, + }, + // Romani Ranch + { + SCENE_F01, + SCENE_ROMANYMAE, + SCENE_OMOYA, + SCENE_F01C, + SCENE_F01_B, + SCENE_KOEPONARACE, + -1, + }, + // Deku Palace + { + SCENE_22DEKUCITY, + SCENE_DEKU_KING, + SCENE_26SARUNOMORI, + SCENE_DANPEI, + -1, + }, + // Southern Swamp + { + SCENE_20SICHITAI, + SCENE_20SICHITAI2, + SCENE_MAP_SHOP, + SCENE_WITCH_SHOP, + SCENE_21MITURINMAE, + SCENE_KINSTA1, + -1, + }, + // Clock Town + { + SCENE_00KEIKOKU, SCENE_TENMON_DAI, SCENE_13HUBUKINOMITI, + SCENE_24KEMONOMITI, SCENE_SYATEKI_MORI, SCENE_IKANAMAE, + SCENE_TOWN, SCENE_SYATEKI_MIZU, SCENE_BOWLING, + SCENE_TAKARAYA, SCENE_YADOYA, SCENE_SONCHONOIE, + SCENE_MILK_BAR, SCENE_ICHIBA, SCENE_BOMYA, + SCENE_AYASHIISHOP, SCENE_8ITEMSHOP, SCENE_DOUJOU, + SCENE_POSTHOUSE, SCENE_TAKARAKUJI, SCENE_BACKTOWN, + SCENE_CLOCKTOWER, SCENE_INSIDETOWER, SCENE_OKUJOU, + SCENE_ALLEY, SCENE_DEKUTES, -1, + }, + // Snowhead + { + SCENE_10YUKIYAMANOMURA, + SCENE_10YUKIYAMANOMURA2, + SCENE_KAJIYA, + SCENE_12HAKUGINMAE, + SCENE_14YUKIDAMANOMITI, + SCENE_GORONRACE, + SCENE_GORON_HAKA, + SCENE_17SETUGEN, + SCENE_17SETUGEN2, + -1, + }, + // Ikana Graveyard + { + SCENE_BOTI, + SCENE_DANPEI2TEST, + -1, + }, + // Ikana Canyon + { + SCENE_CASTLE, + SCENE_IKNINSIDE, + SCENE_IKANA, + SCENE_SECOM, + SCENE_MUSICHOUSE, + SCENE_RANDOM, + SCENE_REDEAD, + SCENE_TOUGITES, + SCENE_HAKASHITA, + -1, + }, + // Goron Village + { + SCENE_11GORONNOSATO, + SCENE_11GORONNOSATO2, + SCENE_16GORON_HOUSE, + SCENE_GORONSHOP, + -1, + }, + // Stone Tower + { + SCENE_F40, + SCENE_F41, + -1, + }, +}; + +s32 func_8012EC80(GlobalContext* globalCtx) { + if (gSaveContext.buttonStatus[0] == BTN_DISABLED) { + return 0xFF; + } else if (gSaveContext.unk_1015 == 0xFF) { + return 0xFF; + } else if (gSaveContext.equips.buttonItems[((gSaveContext.playerForm == 4) ? 0 : gSaveContext.playerForm)][0] == + 0xFF) { + if (globalCtx->interfaceCtx.unk_21C != 0) { + if (globalCtx->interfaceCtx.unk_21E != 0) { + return globalCtx->interfaceCtx.unk_21E; + } + } + return 0xFF; + } else { + return gSaveContext.equips.buttonItems[((gSaveContext.playerForm == 4) ? 0 : gSaveContext.playerForm)][0]; + } +} + +void func_8012ED34(s16 equipment); +#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012ED34.s") + +u8 func_8012ED78(GlobalContext* globalCtx, s16 equipment); +#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012ED78.s") + +void func_8012EDE8(s16 arg0, u32 arg1); +#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012EDE8.s") + +s32 func_8012EE34(s16 arg0) { + s16 num = 0; + + if (arg0 >= 0x20) { + if (arg0 < 0x40) { + num = 1; + } else if (arg0 < 0x60) { + num = 2; + } else if (arg0 < 0x80) { + num = 3; + } else if (arg0 < 0xA0) { + num = 4; + } else if (arg0 < 0xC0) { + num = 5; + } else if (arg0 < 0xE0) { + num = 6; + } + } + + if (gSaveContext.roomInf[125][num] & gBitFlags[arg0 - (num << 5)]) { + return 1; + } + + return 0; +} + +static u16 D_801C2380[6][12] = { + { SCENE_00KEIKOKU, SCENE_BOTI, SCENE_13HUBUKINOMITI, SCENE_24KEMONOMITI, SCENE_IKANAMAE, SCENE_TOWN, SCENE_ICHIBA, + SCENE_BACKTOWN, SCENE_CLOCKTOWER, SCENE_ALLEY, -1 }, + { SCENE_20SICHITAI, SCENE_20SICHITAI2, SCENE_21MITURINMAE, SCENE_22DEKUCITY, SCENE_DEKU_KING, SCENE_KINSTA1, -1 }, + { SCENE_10YUKIYAMANOMURA, SCENE_10YUKIYAMANOMURA2, SCENE_11GORONNOSATO, SCENE_11GORONNOSATO2, SCENE_16GORON_HOUSE, + SCENE_12HAKUGINMAE, SCENE_14YUKIDAMANOMITI, SCENE_GORONRACE, SCENE_17SETUGEN, SCENE_17SETUGEN2, -1 }, + { SCENE_F01, SCENE_ROMANYMAE, SCENE_OMOYA, SCENE_F01C, SCENE_F01_B, SCENE_KOEPONARACE, -1 }, + { SCENE_30GYOSON, SCENE_SINKAI, SCENE_31MISAKI, SCENE_TORIDE, SCENE_KAIZOKU, SCENE_33ZORACITY, SCENE_35TAKI, -1 }, + { SCENE_F40, SCENE_F41, SCENE_CASTLE, SCENE_IKANA, SCENE_REDEAD, -1 }, +}; + +void func_8012EF0C(s16 arg0) { + s16 phi_v0 = 0; + s16 phi_v1 = 0; + u16(*new_var)[] = &D_801C2380[arg0]; + + if ((arg0 >= 0) && (arg0 < 6)) { + while (true) { + if ((*new_var)[phi_v0] == 0xFFFF) { + break; + } + + if (((s16)(*new_var)[phi_v0]) < 0x20) { + phi_v1 = 0; + } else if (((s16)(*new_var)[phi_v0]) < 0x40) { + phi_v1 = 1; + } else if (((s16)(*new_var)[phi_v0]) < 0x60) { + phi_v1 = 2; + } else if (((s16)(*new_var)[phi_v0]) < 0x80) { + phi_v1 = 3; + } else if (((s16)(*new_var)[phi_v0]) < 0xA0) { + phi_v1 = 4; + } else if (((s16)(*new_var)[phi_v0]) < 0xC0) { + phi_v1 = 5; + } else if (((s16)(*new_var)[phi_v0]) < 0xE0) { + phi_v1 = 6; + } + + // Required to match + gSaveContext.roomInf[125][phi_v1] = + gSaveContext.roomInf[125][phi_v1] | gBitFlags[(s16)(*new_var)[phi_v0] - (phi_v1 << 5)]; + phi_v0++; + } + + if ((*new_var) == D_801C2380[0]) { + gSaveContext.unk_F60 |= 3; + } else if ((*new_var) == D_801C2380[1]) { + gSaveContext.unk_F60 |= 0x1C; + } else if ((*new_var) == D_801C2380[2]) { + gSaveContext.unk_F60 |= 0xE0; + } else if ((*new_var) == D_801C2380[3]) { + gSaveContext.unk_F60 |= 0x100; + } else if ((*new_var) == D_801C2380[4]) { + gSaveContext.unk_F60 |= 0x1E00; + } else if ((*new_var) == D_801C2380[5]) { + gSaveContext.unk_F60 |= 0x6000; + } + } + + XREG(95) = 0; +} + +void func_8012F0EC(s16 arg0); +#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F0EC.s") + +#ifdef NON_MATCHING +// regalloc +void func_8012F1BC(s16 sceneIndex) { + if (sceneIndex == SCENE_KINSTA1) { + gSaveContext.roomInf[126][0] = ((((gSaveContext.roomInf[126][0] & 0xFFFF0000) >> 0x10) + 1) << 0x10) | + (gSaveContext.roomInf[126][0] & 0xFFFF); + } else { + gSaveContext.roomInf[126][0] = + ((gSaveContext.roomInf[126][0] + 1) & 0xFFFF) | (gSaveContext.roomInf[126][0] & 0xFFFF0000); + } +} +#else +void func_8012F1BC(s16 arg0); +#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F1BC.s") +#endif + +s16 func_8012F22C(s16 sceneIndex) { + if (sceneIndex == SCENE_KINSTA1) { + return (gSaveContext.roomInf[126][0] & 0xFFFF0000) >> 0x10; + } else { + return gSaveContext.roomInf[126][0] & 0xFFFF; + } +} + +void func_8012F278(GlobalContext* globalCtx); +#pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F278.s") |
