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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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Patched branch commands on Clock Town geometry in Termina field to fix force branch issue
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@ -51,6 +51,7 @@ void View_ApplyInterpolate(View* view, s32 mask, bool reset_interpolation_state)
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void set_camera_skipped(bool skipped);
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void set_camera_skipped(bool skipped);
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void clear_camera_skipped();
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void clear_camera_skipped();
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bool camera_was_skipped();
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bool camera_was_skipped();
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void room_load_hook(PlayState* play, Room* room);
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void recomp_crash(const char* err);
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void recomp_crash(const char* err);
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@ -48,3 +48,34 @@ void Play_Main(GameState* thisx) {
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CutsceneManager_Update();
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CutsceneManager_Update();
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CutsceneManager_ClearWaiting();
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CutsceneManager_ClearWaiting();
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}
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}
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// @recomp Patched to add load a hook for loading rooms.
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s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
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if (roomCtx->status == 1) {
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if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
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roomCtx->status = 0;
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roomCtx->curRoom.segment = roomCtx->activeRoomVram;
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gSegments[3] = OS_K0_TO_PHYSICAL(roomCtx->activeRoomVram);
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// @recomp Call the room load hook.
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room_load_hook(play, &roomCtx->curRoom);
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Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
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func_80123140(play, GET_PLAYER(play));
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Actor_SpawnTransitionActors(play, &play->actorCtx);
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if (((play->sceneId != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) && (play->sceneId != SCENE_IKNINSIDE)) {
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play->envCtx.lightSettingOverride = LIGHT_SETTING_OVERRIDE_NONE;
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play->envCtx.lightBlendOverride = LIGHT_BLEND_OVERRIDE_NONE;
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}
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func_800FEAB0();
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if (Environment_GetStormState(play) == STORM_STATE_OFF) {
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Environment_StopStormNatureAmbience(play);
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}
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} else {
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return 0;
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}
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}
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return 1;
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}
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30
patches/room_patches.c
Normal file
30
patches/room_patches.c
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@ -0,0 +1,30 @@
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#include "patches.h"
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void room_load_hook(PlayState* play, Room* room) {
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if (play->sceneId == SCENE_00KEIKOKU && room->num == 0) {
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// Patch the branch commands that cause Clock Town geometry to disappear when forcing gbi branches.
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extern Gfx Z2_00KEIKOKU_room_00DL_00D490[];
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extern Gfx Z2_00KEIKOKU_room_00DL_00CD70[];
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extern Gfx Z2_00KEIKOKU_room_00DL_00D9C8[];
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Gfx* command = (Gfx*)SEGMENTED_TO_K0(Z2_00KEIKOKU_room_00DL_00D490 + 1);
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if ((command[0].words.w0 >> 24) == G_RDPHALF_1 && (command[1].words.w0 >> 24) == G_BRANCH_Z) {
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gSPNoOp(command + 0);
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gSPNoOp(command + 1);
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}
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command = (Gfx*)SEGMENTED_TO_K0(Z2_00KEIKOKU_room_00DL_00CD70 + 1);
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if ((command[0].words.w0 >> 24) == G_RDPHALF_1 && (command[1].words.w0 >> 24) == G_BRANCH_Z) {
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gSPNoOp(command + 0);
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gSPNoOp(command + 1);
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}
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command = (Gfx*)SEGMENTED_TO_K0(Z2_00KEIKOKU_room_00DL_00D9C8 + 1);
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if ((command[0].words.w0 >> 24) == G_RDPHALF_1 && (command[1].words.w0 >> 24) == G_BRANCH_Z) {
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gSPNoOp(command + 0);
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gSPNoOp(command + 1);
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}
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}
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}
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