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authorRoman971 <32455037+Roman971@users.noreply.github.com>2021-03-27 21:26:59 +0100
committerGitHub <noreply@github.com>2021-03-27 16:26:59 -0400
commit97f80eeb3f79bafac383fa6dd17765ae291e05d7 (patch)
tree80d2c33015ea51b871e35acf4bcac47e5158b3b2 /docs/tutorial
parentb8637848931a2e88cc5dfc73e70823e255ab1d09 (diff)
Update asm_processor and use static variables in En_Torch2 (#740)
* Update asm_processor to current master * Update variables in En_Torch2 to actually be static This is now possible because asm_processor was updated to handle static symbols in GLOBAL_ASM * Update tutorial to reflect changes about static symbol limitations
Diffstat (limited to 'docs/tutorial')
-rw-r--r--docs/tutorial/data.md6
1 files changed, 2 insertions, 4 deletions
diff --git a/docs/tutorial/data.md b/docs/tutorial/data.md
index d001f4149..986a47e1f 100644
--- a/docs/tutorial/data.md
+++ b/docs/tutorial/data.md
@@ -23,8 +23,6 @@ Both approaches have their advantages and disadvantages.
<!-- Fig shows how to do this in his video. -->
This way is good for smaller actors with little data. It is not really suitable for EnJj, for example, because of the enormous section of data labelled as `D_80A88164`.
-An important thing to bear in mind is that data cannot be made static if it is used in an undecompiled file (i.e. one that is `#pragma`'d), so it is best to make everything static only after the whole actor is decompiled.
-
### Example: `EnTg`
We give a simple example of this approach with a small NPC actor, EnTg, that is, the spinning couple.
@@ -165,10 +163,10 @@ static ColliderCylinderInit sCylinderInit =
};
```
-Copy this in below `D_80B18910`, delete the original words of data, and for now, remove `static` (in case it's used in other files that have not been decompiled), change the name back to `D_80B18910`, and put `sCylinderInit` commented out above it:
+Copy this in below `D_80B18910`, delete the original words of data, change the name back to `D_80B18910`, and put `sCylinderInit` commented out above it:
```C
// sCylinderInit
-ColliderCylinderInit D_80B18910 =
+static ColliderCylinderInit D_80B18910 =
{
{ COLTYPE_UNK10, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER },
{ 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 },