diff options
| author | Lucas Shaw <49287729+shawlucas@users.noreply.github.com> | 2021-10-24 10:59:14 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-10-24 10:59:14 -0400 |
| commit | dcf44596d2c335c1ad82ea50f7e7d934e6bc1e52 (patch) | |
| tree | 59946691d9d64724244a98332a1350a5dca3f8b7 /src/code/z_scene.c | |
| parent | 961913f18fb677ac6f95f0ab08c30bedaa616ec2 (diff) | |
Animation system updated, some more boot files decompiled (+6%), z_fcurve_data_skelanime decompiled (1 non-matching), some asm files split, etc (#89)
* Progress on various files
* gfxprint stuff
* split some rodata, add iconv for rodata string parsing
* z_std_dma rodata
* 2 nonmatchings in gfxprint
* mtxuty-cvt ok
* more
* match a function in idle.c
* progress
* Cleanup
* Rename BgPolygon to CollisionPoly
* progress
* some effect stuff
* more effect progress
* updates
* made suggested changes
* z_effect_soft_sprite_old_init mostly ok
* remove old effects enum
* gamealloc.c OK
* added more files
* motor.c almost done
* motor.c OK
* updates
* migration of two files
* listalloc.c oK
* z_fcurve_data_skelanime split
* z_fcurve_data_skelanime.c decompiled
* more files split
* z_malloc.c OK
* contpfs.c OK
* fault.c rodata migrated
* migrated fault_drawer rodata
* update
* update preprocess.py
* renamed functions in z_skelanime
* started z_skelanime cleanup
* like halfway through fixing z_skelanime
* animation system updated to meet oot standards
* remove unused animation structs
* rename matrix structs to fit oot
* Add -woff 712
* fix diff_settings.py because i accidentally broke it before
* fixed merge conflict, doesn't match though
* It matches now
* Updates
* Fixed warnings...added gcc code syntax checking
* Remove gcc check, added in Tharo's PR
* warnings fixed (i think)
* fixed all warnings i think
* ok
* not sure what to do
* Fix all warnings i think (z_en_a_keep needs some file cleanup thouguh)
* it matches if i do this
* remove comment
* accidentally put osPfsFreeBlocks in epilinkhandle.c
* memcmp -> bcmp
* change u32 size to size_t size, delete string.h because it caused unnecessary confusion with defining size_t twice
* format.sh
* MTXMODE_NEW and MTXMODE_APPLY to matrix functions
* Made suggested changes
* pragma sFaultDrawerFont instead of including in repo
* add some functions to functions.h
* Bss reordering fixed in z_collision_check...added hack to disasm.py
* Updated z_en_a_keep.c
* Missed suggestion in EnAObj_Destroy
* .
* update z_fcurve_Data_skelanime and z_skelanime with suggestions
* devmgr.c ok
* minor changes
* Addressed comments
* remove redundant file
* gfxp -> dlist in game.c
* updated actorfixer.py
* fixed warnings in z_malloc
* Change void* back to Actor*
* format
* Add the soft_sprit comments back
* Rename SV->Flex
* remove .common
* run format
* Update src/code/z_skelanime.c
* u32 channel
Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com>
Co-authored-by: angie <angheloalf95@gmail.com>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Diffstat (limited to 'src/code/z_scene.c')
| -rw-r--r-- | src/code/z_scene.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/code/z_scene.c b/src/code/z_scene.c index e77144528..b744af5d0 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -1,7 +1,7 @@ #include "global.h" s32 Object_Spawn(ObjectContext* objectCtx, s16 id) { - u32 size; + size_t size; objectCtx->status[objectCtx->num].id = id; size = objectFileTable[id].vromEnd - objectFileTable[id].vromStart; @@ -23,8 +23,8 @@ s32 Object_Spawn(ObjectContext* objectCtx, s16 id) { return objectCtx->num - 1; } -void Object_InitBank(GameState* gamestate, ObjectContext* objectCtx) { - GlobalContext* globalCtx = (GlobalContext*)gamestate; +void Object_InitBank(GameState* gameState, ObjectContext* objectCtx) { + GlobalContext* globalCtx = (GlobalContext*)gameState; s32 pad; u32 spaceSize; s32 i; @@ -49,7 +49,7 @@ void Object_InitBank(GameState* gamestate, ObjectContext* objectCtx) { for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) { objectCtx->status[i].id = 0; } // clang-format on - objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocEndAlign16(&gamestate->heap, spaceSize); + objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocEndAlign16(&gameState->heap, spaceSize); objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize); objectCtx->mainKeepIndex = Object_Spawn(objectCtx, GAMEPLAY_KEEP); @@ -60,7 +60,7 @@ void Object_UpdateBank(ObjectContext* objectCtx) { s32 i; ObjectStatus* status = &objectCtx->status[0]; RomFile* objectFile; - u32 size; + size_t size; for (i = 0; i < objectCtx->num; i++) { if (status->id < 0) { @@ -354,7 +354,7 @@ s32 Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex) { { SEGMENT_ROM_START(scene_texture_08), SEGMENT_ROM_END(scene_texture_08) }, }; u32 vromStart = sceneTextureFiles[fileIndex].vromStart; - u32 size = sceneTextureFiles[fileIndex].vromEnd - vromStart; + size_t size = sceneTextureFiles[fileIndex].vromEnd - vromStart; if (size != 0) { globalCtx->roomCtx.unk74 = THA_AllocEndAlign16(&globalCtx->state.heap, size); |
