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rst: Move custom camera logic out of game/
rst: Move custom message logic out of game/ Remove more extern "C" game: Fix GlobalContext pause flag definition New field definitions in player.h and actor.h. Some have a few explanations as to what they really mean as well. Update boss lines to ztarget_pos Update common_data.h and main.cpp (leoetlino#174) * Update common_data.h and main.cpp Some more decomp'd things like the RespawnData. Increased assert size due to the fact that sub13s[8] contains respawn data. Created RespawnData struct. Found some BitFields that indicate counters for items. Found bitfiled for sword and shield. Include enums for sword and shield. * Keep naming convention. * Remove extra value in sub13s. Update raw to u32. Collect Register didn't change in main? * Remove old BitField. Update more structs in player.h and common_data.h (leoetlino#176) * Update common_data.h and main.cpp Some more decomp'd things like the RespawnData. Increased assert size due to the fact that sub13s[8] contains respawn data. Created RespawnData struct. Found some BitFields that indicate counters for items. Found bitfiled for sword and shield. Include enums for sword and shield. * Keep naming convention. * Remove extra value in sub13s. Update raw to u32. Collect Register didn't change in main? * Remove old BitField. * Update inventory registers. * Include more common_data changes. Include player changes. game: Add memory allocator structures game: Update player struct to add PlayerUtils Update common_data.h and main.cpp Some more decomp'd things like the RespawnData. Increased assert size due to the fact that sub13s[8] contains respawn data. Created RespawnData struct. Found some BitFields that indicate counters for items. Found bitfiled for sword and shield. Include enums for sword and shield. Keep naming convention. Remove extra value in sub13s. Update raw to u32. Collect Register didn't change in main? Remove old BitField. Update inventory registers. Include more common_data changes. Include player changes. Update common_data struct. Include rupee accumulator and bottle contents array. Change casing. Update Common Data (leoetlino#187) Implement ISG (leoetlino#188) I saw this feature being asked for by a few people. Since it shouldn't directly interfere with gameplay, unless specifically activated (pickup item while shielding and swinging). I've checked both on patched and non-patched versions of the game to see if this implementation works, and they both had the same expected behaviour (8 slashes with kokiri sword to kill Gibdos). It appears that this implementation should not impact any regular game play.
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Original file line number | Diff line number | Diff line change |
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# Relative branch to skip past sword flags. | ||
# b #0x00000c | ||
patch_in_isg: | ||
type: patch | ||
addr: 0x1D32E0 | ||
data: 010000EA | ||
|
||
# b #0x00000c | ||
patch_in_isg_2: | ||
type: patch | ||
addr: 0x1DBEA4 | ||
data: 010000EA |
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