Add/adjust some 2S2H comments (#116)

This commit is contained in:
Garrett Cox
2024-05-22 09:04:59 -05:00
parent 7703103b65
commit 8894215a4b
10 changed files with 13 additions and 5 deletions
+2
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@@ -12,6 +12,7 @@ void MapSelect_LoadFileSelect(MapSelectState* mapSelectState) {
SET_NEXT_GAMESTATE(&mapSelectState->state, FileSelect_Init, sizeof(FileSelectState));
}
// 2S2H Added columns to scene table: humanName
#define DEFINE_SCENE(_name, _enumValue, _textId, _drawConfig, _restrictionFlags, _persistentCycleFlags, entranceSceneId, humanName) \
{ humanName, MapSelect_LoadGame, ENTRANCE(entranceSceneId, 0) },
#define DEFINE_SCENE_UNSET(_enumValue)
@@ -25,6 +26,7 @@ static SceneSelectEntry sBetterScenes[] = {
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
// 2S2H Added columns to scene table: humanName
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, _restrictionFlags, _persistentCycleFlags, entranceSceneId, humanName) \
{ enumValue },
#define DEFINE_SCENE_UNSET(_enumValue)
+3 -1
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@@ -165,7 +165,7 @@ void Scene_CommandObjectList(PlayState* play, LUS::ISceneCommand* cmd) {
s32 j;
s32 k;
// #Region 2S2H [Port] Cleaner version of decomps loops for nicer presentation
// #region 2S2H [Port] Cleaner version of decomps loops for nicer presentation
// Loop until a mismatch in the object lists
// Then clear all object ids past that in the context object list and kill actors for those objects
@@ -184,6 +184,8 @@ void Scene_CommandObjectList(PlayState* play, LUS::ISceneCommand* cmd) {
play->objectCtx.slots[play->objectCtx.numEntries++].id = -objList->objects[k];
}
// #endregion
// Original Compatible Code Commented
// s32 i;
+1
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@@ -9,6 +9,7 @@
* - Argument 4: Restriction flags. See `RESTRICTIONS_SET` on z_parameter.c
* - Argument 5: Persistent cycle flag set: bitwise flags which won't be turned off on a cycle reset (will persist between cycles)
* - Argument 6: EntranceSceneId
* 2S2H The following columns were added to the scene table:
* - Argument 7: Human readable name
*
* DEFINE_SCENE_UNSET is needed to define empty entries from the original game
+1 -1
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@@ -23,7 +23,7 @@ typedef enum {
} AButtonState;
typedef enum {
/* -1 */ DO_ACTION_UNDEFINED = -1, // #Region [2s2h] DO_ACTION_UNDEFINED added so comparisons between the enum type and -1 would work on all systems
/* -1 */ DO_ACTION_UNDEFINED = -1, // 2S2H [Port] DO_ACTION_UNDEFINED added so comparisons between the enum type and -1 would work on all systems
/* 0x00 */ DO_ACTION_ATTACK = 0,
/* 0x01 */ DO_ACTION_CHECK,
/* 0x02 */ DO_ACTION_ENTER,
+1
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@@ -620,6 +620,7 @@ typedef enum {
/* 6 */ TINGLE_MAP_MAX
} TingleMapId;
// 2S2H Added columns to scene table: humanName
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, _restrictionFlags, _persistentCycleFlags, _entranceSceneId, _humanName) enumValue,
#define DEFINE_SCENE_UNSET(enumValue) enumValue,
+1 -1
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@@ -1183,7 +1183,7 @@ void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
*/
Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest) {
FrameInterpolation_RecordMatrixMtxFToMtx(src, dest);
// #Region 2S2H [Port] For compatibility with modern systems this has been changed to use guMtxF2L
// 2S2H [Port] For compatibility with modern systems this has been changed to use guMtxF2L
guMtxF2L(src, dest);
return dest;
}
+1
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@@ -127,6 +127,7 @@ Input sPostmanTimerInput[MAXCONTROLLERS];
#define RESTRICTIONS_MOON RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0)
#define RESTRICTIONS_NO_DOUBLE_TIME RESTRICTIONS_SET(0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0)
// 2S2H Added columns to scene table: humanName
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, restrictionFlags, _persistentCycleFlags, _entranceSceneId, _humanName) \
{ enumValue, restrictionFlags },
+1 -1
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@@ -12,7 +12,7 @@
#undef DEFINE_SCENE_UNSET
#endif
// 2S2H Added columns to scene table: humanName
#define DEFINE_SCENE(name, _enumValue, textId, drawConfig, _restrictionFlags, _persistentCycleFlags, _entranceSceneId, _humanName) \
{ { 0, 0, #name }, textId, 0, drawConfig, 0, 0 },
+1 -1
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@@ -507,8 +507,8 @@ void SkinMatrix_Vec3sToVec3f(Vec3s* src, Vec3f* dest) {
}
void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest) {
// #Region 2S2H [Port] For compatibility with modern systems this has been changed to use guMtxF2L
FrameInterpolation_RecordSkinMatrixMtxFToMtx(src, dest);
// 2S2H [Port] For compatibility with modern systems this has been changed to use guMtxF2L
guMtxF2L(src, dest);
}
+1
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@@ -22,6 +22,7 @@ typedef struct PersistentCycleSceneFlags {
#define PERSISTENT_CYCLE_FLAGS_SET(switch0, switch1, chest, collectible) { switch0, switch1, chest, collectible },
#define PERSISTENT_CYCLE_FLAGS_NONE PERSISTENT_CYCLE_FLAGS_SET(0, 0, 0, 0)
// 2S2H Added columns to scene table: humanName
#define DEFINE_SCENE(_name, _enumValue, _textId, _drawConfig, _restrictionFlags, persistentCycleFlags, _entranceSceneId, _humanName) \
persistentCycleFlags
#define DEFINE_SCENE_UNSET(_enumValue) PERSISTENT_CYCLE_FLAGS_NONE