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| author | Roman971 <32455037+Roman971@users.noreply.github.com> | 2021-03-27 21:26:59 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-03-27 16:26:59 -0400 |
| commit | 97f80eeb3f79bafac383fa6dd17765ae291e05d7 (patch) | |
| tree | 80d2c33015ea51b871e35acf4bcac47e5158b3b2 /docs/tutorial | |
| parent | b8637848931a2e88cc5dfc73e70823e255ab1d09 (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.md | 6 |
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 }, |
