From e66e6f8f1da067260ced7ec9abd415011cfab8bc Mon Sep 17 00:00:00 2001 From: Dragorn421 Date: Mon, 2 Mar 2026 16:45:07 +0100 Subject: gc-eu-dbg OK (#2700) * gc-eu-dbg OK * cleanup/fortify makefile and line_numbers.h changes * fill segments.csv * add gc-eu-dbg to Jenkinsfile * cleanup/fortify dmadata_table.h * add gc-eu-dbg to readme * fix checksum check and compressed checksum --- src/code/fault_gc.c | 4 ++-- src/code/z_scene_table.c | 37 +++++++++++++++++++------------------ 2 files changed, 21 insertions(+), 20 deletions(-) (limited to 'src/code') diff --git a/src/code/fault_gc.c b/src/code/fault_gc.c index e7afa4ec8..ebcc70d14 100644 --- a/src/code/fault_gc.c +++ b/src/code/fault_gc.c @@ -41,8 +41,8 @@ * DPad-Down disables sending fault pages over osSyncPrintf. */ -#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-eu-mq-dbg:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160" \ - "gc-us-mq:160 ique-cn:160" +#pragma increment_block_number "gc-eu:160 gc-eu-dbg:160 gc-eu-mq:160 gc-eu-mq-dbg:160 gc-jp:160 gc-jp-ce:160" \ + "gc-jp-mq:160 gc-us:160 gc-us-mq:160 ique-cn:160" #include "libc64/sleep.h" #include "libc64/sprintf.h" diff --git a/src/code/z_scene_table.c b/src/code/z_scene_table.c index 97741c50b..c9e413649 100644 --- a/src/code/z_scene_table.c +++ b/src/code/z_scene_table.c @@ -15,6 +15,7 @@ #include "play_state.h" #include "player.h" #include "save.h" +#include "line_numbers.h" #include "assets/scenes/indoors/miharigoya/miharigoya_scene.h" #include "assets/scenes/indoors/souko/souko_scene.h" @@ -233,7 +234,7 @@ void* sDekuTreeEntranceTextures[] = { void Scene_DrawConfigDekuTree(PlayState* play) { u32 gameplayFrames = play->gameplayFrames; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4763, 4810)); gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128), @@ -246,7 +247,7 @@ void Scene_DrawConfigDekuTree(PlayState* play) { gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sDekuTreeEntranceTextures[((void)0, gSaveContext.save.nightFlag)])); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4783, 4830)); } void Scene_DrawConfigDekuTreeBoss(PlayState* play) { @@ -279,7 +280,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) { s32 pad; Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx[3])); - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4905); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4905, 5001)); gameplayFrames = play->gameplayFrames; gSPSegment(POLY_OPA_DISP++, 0x08, @@ -308,7 +309,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) { gDPSetEnvColor(displayListHead++, 255, 255, 255, play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT]); gSPEndDisplayList(displayListHead++); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4956); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(4956, 5052)); } void Scene_DrawConfigTempleOfTime(PlayState* play) { @@ -496,7 +497,7 @@ void Scene_DrawConfigFairysFountain(PlayState* play) { void Scene_DrawConfigShadowTempleAndWell(PlayState* play) { u32 gameplayFrames; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5384); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5384, 5432)); gameplayFrames = play->gameplayFrames; @@ -516,7 +517,7 @@ void Scene_DrawConfigShadowTempleAndWell(PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5416); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5416, 5464)); } void* sThievesHideoutEntranceTextures[] = { @@ -548,7 +549,7 @@ void Scene_DrawConfigWaterTemple(PlayState* play) { s32 spB0; s32 spAC; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5535); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5535, 5671)); spB0 = (play->roomCtx.drawParams[1] >> 8) & 0xFF; spAC = play->roomCtx.drawParams[1] & 0xFF; @@ -613,7 +614,7 @@ void Scene_DrawConfigWaterTemple(PlayState* play) { Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 4, 0, 32, 32, 1, gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 128)); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(5644, 5776)); } void Scene_DrawConfigWaterTempleBoss(PlayState* play) { @@ -774,7 +775,7 @@ void* sIceCavernEntranceTextures[] = { void Scene_DrawConfigIceCavern(PlayState* play) { u32 gameplayFrames; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6042); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6042, 6102)); gameplayFrames = play->gameplayFrames; gSPSegment(POLY_XLU_DISP++, 0x08, @@ -794,7 +795,7 @@ void Scene_DrawConfigIceCavern(PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6076); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6076, 6136)); } void Scene_DrawConfigRoyalFamilysTomb(PlayState* play) { @@ -875,7 +876,7 @@ void* sGTGEntranceTextures[] = { void Scene_DrawConfigGerudoTrainingGround(PlayState* play) { u32 gameplayFrames; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6290); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6290, 6345)); gameplayFrames = play->gameplayFrames; gSPSegment(POLY_XLU_DISP++, 0x08, @@ -895,7 +896,7 @@ void Scene_DrawConfigGerudoTrainingGround(PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6320); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6320, 6375)); } Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2, @@ -1039,7 +1040,7 @@ void* sForestTempleEntranceTextures[] = { void Scene_DrawConfigForestTemple(PlayState* play) { u32 gameplayFrames; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6640); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6640, 6695)); gameplayFrames = play->gameplayFrames; gSPSegment(POLY_XLU_DISP++, 0x08, @@ -1059,7 +1060,7 @@ void Scene_DrawConfigForestTemple(PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6671); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6671, 6726)); } void* sSpiritTempleEntranceTextures[] = { @@ -1068,12 +1069,12 @@ void* sSpiritTempleEntranceTextures[] = { }; void Scene_DrawConfigSpiritTemple(PlayState* play) { - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6752); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6752, 6786)); gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)])); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6762); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(6762, 6796)); } void Scene_DrawConfigHyruleField(PlayState* play) { @@ -1558,7 +1559,7 @@ void Scene_DrawConfigLonLonRanch(PlayState* play) { void Scene_DrawConfigFireTemple(PlayState* play) { u32 gameplayFrames; - OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7630); + OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(7630, 7667)); gameplayFrames = play->gameplayFrames; gSPSegment(POLY_OPA_DISP++, 0x08, @@ -1575,7 +1576,7 @@ void Scene_DrawConfigFireTemple(PlayState* play) { gDPPipeSync(POLY_XLU_DISP++); gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 64); - CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7653); + CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", LN6(7653, 7690)); } f32 D_8012A398 = 0.0f; -- cgit v1.2.3