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d_a_auction #654

Merged
merged 57 commits into from
Jun 2, 2024
Merged

d_a_auction #654

merged 57 commits into from
Jun 2, 2024

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DanTGL
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@DanTGL DanTGL commented May 31, 2024

#262

  • l_HIO seems to only exist in the debug build.
  • onCamera and onCameraOld inlines are supposed to be used, but I couldn't figure them out.
  • I've had to make several assumptions, so comments and variable names aren't necessarily correct.

@DanTGL DanTGL marked this pull request as ready for review May 31, 2024 16:43
@DanTGL
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DanTGL commented May 31, 2024

Unsure about why it doesn't match for GZLJ01, I could probably just change it to NonMatching for now

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DanTGL commented Jun 2, 2024

I think l_HIO might exist in the Japanese version.

/* 0x6C4 */ request_of_phase_process_class mPhs;
/* 0x6CC */ dNpc_EventCut_c mNpcEvtInfo;
/* 0x730 */ u8 m730[0x788 - 0x730];
/* 0x738 */ u32 m738[8];
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This appears to be actor PIDs, so it should be using uint


/* 000000EC-000002FC .text __ct__11daAuction_cFv */
daAuction_c::daAuction_c() {
/* Nonmatching */
for (int i = 0; i < 8; i++) {
m738[i] = -1;
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fpcM_ERROR_PROCESS_ID_e

}

/* 00000B10-00000B44 .text executeWait__11daAuction_cFv */
void daAuction_c::executeWait() {
/* Nonmatching */
for (int i = 0; i < 8; i++) {
if (m738[i] == -1) {
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fpcM_ERROR_PROCESS_ID_e

(this function is waiting for all the NPC actors to load in before progressing state)

@magcius magcius merged commit ed7a50c into zeldaret:main Jun 2, 2024
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2 participants