Add scene table (#3131)
* Add scene table * Re-add accidentally deleted entry * Update CrashHandlerExt.cpp * Update CrashHandlerExt.cpp
This commit is contained in:
@@ -62,24 +62,24 @@ void Map_SetFloorPalettesData(PlayState* play, s16 floor) {
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}
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switch (play->sceneNum) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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for (i = 0; i < gMapData->maxPaletteCount[mapIndex]; i++) {
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room = gMapData->paletteRoom[mapIndex][floor][i];
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if ((room != 0xFF) && (gSaveContext.sceneFlags[mapIndex].rooms & gBitFlags[room])) {
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@@ -367,42 +367,42 @@ void Map_InitData(PlayState* play, s16 room) {
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s16 extendedMapIndex;
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switch (play->sceneNum) {
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case SCENE_SPOT00:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SPOT03:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT06:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_SPOT09:
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case SCENE_SPOT10:
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case SCENE_SPOT11:
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case SCENE_SPOT12:
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case SCENE_SPOT13:
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case SCENE_SPOT15:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_SPOT20:
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case SCENE_GANON_TOU:
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
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case SCENE_HAUNTED_WASTELAND:
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case SCENE_HYRULE_CASTLE:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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case SCENE_LON_LON_RANCH:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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extendedMapIndex = mapIndex;
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if (play->sceneNum == SCENE_SPOT02) {
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if (play->sceneNum == SCENE_GRAVEYARD) {
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if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
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extendedMapIndex = 0x14;
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}
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} else if (play->sceneNum == SCENE_SPOT06) {
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} else if (play->sceneNum == SCENE_LAKE_HYLIA) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) &&
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((!gSaveContext.n64ddFlag && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) ||
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(gSaveContext.n64ddFlag && !Flags_GetRandomizerInf(RAND_INF_DUNGEONS_DONE_WATER_TEMPLE)))) {
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extendedMapIndex = 0x15;
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}
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} else if (play->sceneNum == SCENE_SPOT09) {
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} else if (play->sceneNum == SCENE_GERUDO_VALLEY) {
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
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extendedMapIndex = 0x16;
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}
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} else if (play->sceneNum == SCENE_SPOT12) {
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} else if (play->sceneNum == SCENE_GERUDOS_FORTRESS) {
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if ((!gSaveContext.n64ddFlag && GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) ||
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(gSaveContext.n64ddFlag && CHECK_QUEST_ITEM(QUEST_GERUDO_CARD))) {
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extendedMapIndex = 0x17;
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@@ -423,24 +423,24 @@ void Map_InitData(PlayState* play, s16 room) {
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interfaceCtx->unk_258 = mapIndex;
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break;
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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osSyncPrintf(VT_FGCOL(YELLOW));
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// "Deku Tree Dungeon MAP Texture DMA"
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osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
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@@ -471,24 +471,24 @@ void Map_InitRoomData(PlayState* play, s16 room) {
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if (room >= 0) {
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switch (play->sceneNum) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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gSaveContext.sceneFlags[mapIndex].rooms |= gBitFlags[room];
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osSyncPrintf("ROOM_INF=%d\n", gSaveContext.sceneFlags[mapIndex].rooms);
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interfaceCtx->mapRoomNum = room;
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@@ -531,27 +531,27 @@ void Map_Init(PlayState* play) {
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assert(interfaceCtx->mapSegment != NULL);
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switch (play->sceneNum) {
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case SCENE_SPOT00:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SPOT03:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT06:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_SPOT09:
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case SCENE_SPOT10:
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case SCENE_SPOT11:
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case SCENE_SPOT12:
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case SCENE_SPOT13:
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case SCENE_SPOT15:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_SPOT20:
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case SCENE_GANON_TOU:
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mapIndex = play->sceneNum - SCENE_SPOT00;
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
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case SCENE_HAUNTED_WASTELAND:
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case SCENE_HYRULE_CASTLE:
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case SCENE_DEATH_MOUNTAIN_TRAIL:
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case SCENE_DEATH_MOUNTAIN_CRATER:
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case SCENE_GORON_CITY:
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case SCENE_LON_LON_RANCH:
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case SCENE_OUTSIDE_GANONS_CASTLE:
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mapIndex = play->sceneNum - SCENE_HYRULE_FIELD;
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R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
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R_COMPASS_SCALE_X = gMapData->owCompassInfo[mapIndex][0];
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R_COMPASS_SCALE_Y = gMapData->owCompassInfo[mapIndex][1];
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@@ -561,35 +561,35 @@ void Map_Init(PlayState* play) {
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R_OW_MINIMAP_X = gMapData->owMinimapPosX[mapIndex];
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R_OW_MINIMAP_Y = gMapData->owMinimapPosY[mapIndex];
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break;
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_GANON:
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case SCENE_MEN:
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case SCENE_GERUDOWAY:
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case SCENE_GANONTIKA:
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case SCENE_GANON_SONOGO:
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case SCENE_GANONTIKA_SONOGO:
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case SCENE_TAKARAYA:
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case SCENE_YDAN_BOSS:
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case SCENE_DDAN_BOSS:
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case SCENE_BDAN_BOSS:
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case SCENE_MORIBOSSROOM:
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case SCENE_FIRE_BS:
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case SCENE_MIZUSIN_BS:
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case SCENE_JYASINBOSS:
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case SCENE_HAKADAN_BS:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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case SCENE_GANONS_TOWER:
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case SCENE_GERUDO_TRAINING_GROUND:
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case SCENE_THIEVES_HIDEOUT:
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case SCENE_INSIDE_GANONS_CASTLE:
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
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case SCENE_TREASURE_BOX_SHOP:
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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mapIndex =
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(play->sceneNum >= SCENE_YDAN_BOSS) ? play->sceneNum - SCENE_YDAN_BOSS : play->sceneNum;
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(play->sceneNum >= SCENE_DEKU_TREE_BOSS) ? play->sceneNum - SCENE_DEKU_TREE_BOSS : play->sceneNum;
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R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
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if ((play->sceneNum <= SCENE_ICE_DOUKUTO) || (play->sceneNum >= SCENE_YDAN_BOSS)) {
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if ((play->sceneNum <= SCENE_ICE_CAVERN) || (play->sceneNum >= SCENE_DEKU_TREE_BOSS)) {
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R_COMPASS_SCALE_X = gMapData->dgnCompassInfo[mapIndex][0];
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R_COMPASS_SCALE_Y = gMapData->dgnCompassInfo[mapIndex][1];
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R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
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@@ -638,10 +638,10 @@ void Minimap_DrawCompassIcons(PlayState* play) {
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s16 mapWidth = 0;
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s16 mapStartPosX = 0;
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if (play->sceneNum >= SCENE_SPOT00 && play->sceneNum <= SCENE_GANON_TOU) { // Overworld
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if (play->sceneNum >= SCENE_HYRULE_FIELD && play->sceneNum <= SCENE_OUTSIDE_GANONS_CASTLE) { // Overworld
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mapStartPosX = R_OW_MINIMAP_X;
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mapWidth = gMapData->owMinimapWidth[R_MAP_INDEX];
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} else if (play->sceneNum >= SCENE_YDAN && play->sceneNum <= SCENE_ICE_DOUKUTO) { // Dungeons
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} else if (play->sceneNum >= SCENE_DEKU_TREE && play->sceneNum <= SCENE_ICE_CAVERN) { // Dungeons
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mapStartPosX = R_DGN_MINIMAP_X;
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mapWidth = 96;
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}
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@@ -752,16 +752,16 @@ void Minimap_Draw(PlayState* play) {
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}
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switch (play->sceneNum) {
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case SCENE_YDAN:
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case SCENE_DDAN:
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case SCENE_BDAN:
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case SCENE_BMORI1:
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case SCENE_HIDAN:
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case SCENE_MIZUSIN:
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case SCENE_JYASINZOU:
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case SCENE_HAKADAN:
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case SCENE_HAKADANCH:
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case SCENE_ICE_DOUKUTO:
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case SCENE_DEKU_TREE:
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case SCENE_DODONGOS_CAVERN:
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case SCENE_JABU_JABU:
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case SCENE_FOREST_TEMPLE:
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case SCENE_FIRE_TEMPLE:
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case SCENE_WATER_TEMPLE:
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case SCENE_SPIRIT_TEMPLE:
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case SCENE_SHADOW_TEMPLE:
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case SCENE_BOTTOM_OF_THE_WELL:
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case SCENE_ICE_CAVERN:
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if (!R_MINIMAP_DISABLED && CVarGetInteger("gMinimapPosType", 0) != 4) { // Not Hidden
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
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@@ -820,26 +820,26 @@ void Minimap_Draw(PlayState* play) {
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}
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break;
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case SCENE_SPOT00:
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case SCENE_SPOT01:
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case SCENE_SPOT02:
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case SCENE_SPOT03:
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case SCENE_SPOT04:
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case SCENE_SPOT05:
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case SCENE_SPOT06:
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case SCENE_SPOT07:
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case SCENE_SPOT08:
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case SCENE_SPOT09:
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case SCENE_SPOT10:
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case SCENE_SPOT11:
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case SCENE_SPOT12:
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case SCENE_SPOT13:
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case SCENE_SPOT15:
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case SCENE_SPOT16:
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case SCENE_SPOT17:
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case SCENE_SPOT18:
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case SCENE_SPOT20:
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case SCENE_GANON_TOU:
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case SCENE_HYRULE_FIELD:
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case SCENE_KAKARIKO_VILLAGE:
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case SCENE_GRAVEYARD:
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case SCENE_ZORAS_RIVER:
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case SCENE_KOKIRI_FOREST:
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case SCENE_SACRED_FOREST_MEADOW:
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case SCENE_LAKE_HYLIA:
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case SCENE_ZORAS_DOMAIN:
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case SCENE_ZORAS_FOUNTAIN:
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case SCENE_GERUDO_VALLEY:
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case SCENE_LOST_WOODS:
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case SCENE_DESERT_COLOSSUS:
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case SCENE_GERUDOS_FORTRESS:
|
||||
case SCENE_HAUNTED_WASTELAND:
|
||||
case SCENE_HYRULE_CASTLE:
|
||||
case SCENE_DEATH_MOUNTAIN_TRAIL:
|
||||
case SCENE_DEATH_MOUNTAIN_CRATER:
|
||||
case SCENE_GORON_CITY:
|
||||
case SCENE_LON_LON_RANCH:
|
||||
case SCENE_OUTSIDE_GANONS_CASTLE:
|
||||
if (!R_MINIMAP_DISABLED && CVarGetInteger("gMinimapPosType", 0) != 4) { // Not Hidden
|
||||
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
|
||||
|
||||
@@ -882,8 +882,8 @@ void Minimap_Draw(PlayState* play) {
|
||||
|
||||
s16 iconSize = 8;
|
||||
|
||||
if (((play->sceneNum != SCENE_SPOT01) && (play->sceneNum != SCENE_SPOT04) &&
|
||||
(play->sceneNum != SCENE_SPOT08)) ||
|
||||
if (((play->sceneNum != SCENE_KAKARIKO_VILLAGE) && (play->sceneNum != SCENE_KOKIRI_FOREST) &&
|
||||
(play->sceneNum != SCENE_ZORAS_FOUNTAIN)) ||
|
||||
(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
|
||||
s16 origX = gMapData->owEntranceIconPosX[sEntranceIconMapIndex];
|
||||
|
||||
@@ -952,7 +952,7 @@ void Minimap_Draw(PlayState* play) {
|
||||
}
|
||||
|
||||
// Ice Cavern entrance icon
|
||||
if ((play->sceneNum == SCENE_SPOT08) && ((gSaveContext.infTable[26] & gBitFlags[9]) ||
|
||||
if ((play->sceneNum == SCENE_ZORAS_FOUNTAIN) && ((gSaveContext.infTable[26] & gBitFlags[9]) ||
|
||||
CVarGetInteger("gAlwaysShowDungeonMinimapIcon", 0))) {
|
||||
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, iconSize,
|
||||
iconSize, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
|
||||
@@ -1000,16 +1000,16 @@ void Map_Update(PlayState* play) {
|
||||
|
||||
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
|
||||
switch (play->sceneNum) {
|
||||
case SCENE_YDAN:
|
||||
case SCENE_DDAN:
|
||||
case SCENE_BDAN:
|
||||
case SCENE_BMORI1:
|
||||
case SCENE_HIDAN:
|
||||
case SCENE_MIZUSIN:
|
||||
case SCENE_JYASINZOU:
|
||||
case SCENE_HAKADAN:
|
||||
case SCENE_HAKADANCH:
|
||||
case SCENE_ICE_DOUKUTO:
|
||||
case SCENE_DEKU_TREE:
|
||||
case SCENE_DODONGOS_CAVERN:
|
||||
case SCENE_JABU_JABU:
|
||||
case SCENE_FOREST_TEMPLE:
|
||||
case SCENE_FIRE_TEMPLE:
|
||||
case SCENE_WATER_TEMPLE:
|
||||
case SCENE_SPIRIT_TEMPLE:
|
||||
case SCENE_SHADOW_TEMPLE:
|
||||
case SCENE_BOTTOM_OF_THE_WELL:
|
||||
case SCENE_ICE_CAVERN:
|
||||
interfaceCtx->mapPalette[30] = 0;
|
||||
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
|
||||
interfaceCtx->mapPalette[31] = 1;
|
||||
@@ -1052,17 +1052,17 @@ void Map_Update(PlayState* play) {
|
||||
|
||||
VREG(10) = interfaceCtx->mapRoomNum;
|
||||
break;
|
||||
case SCENE_YDAN_BOSS:
|
||||
case SCENE_DDAN_BOSS:
|
||||
case SCENE_BDAN_BOSS:
|
||||
case SCENE_MORIBOSSROOM:
|
||||
case SCENE_FIRE_BS:
|
||||
case SCENE_MIZUSIN_BS:
|
||||
case SCENE_JYASINBOSS:
|
||||
case SCENE_HAKADAN_BS:
|
||||
VREG(30) = gMapData->bossFloor[play->sceneNum - SCENE_YDAN_BOSS];
|
||||
case SCENE_DEKU_TREE_BOSS:
|
||||
case SCENE_DODONGOS_CAVERN_BOSS:
|
||||
case SCENE_JABU_JABU_BOSS:
|
||||
case SCENE_FOREST_TEMPLE_BOSS:
|
||||
case SCENE_FIRE_TEMPLE_BOSS:
|
||||
case SCENE_WATER_TEMPLE_BOSS:
|
||||
case SCENE_SPIRIT_TEMPLE_BOSS:
|
||||
case SCENE_SHADOW_TEMPLE_BOSS:
|
||||
VREG(30) = gMapData->bossFloor[play->sceneNum - SCENE_DEKU_TREE_BOSS];
|
||||
R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE +
|
||||
gMapData->floorTexIndexOffset[play->sceneNum - SCENE_YDAN_BOSS][VREG(30)];
|
||||
gMapData->floorTexIndexOffset[play->sceneNum - SCENE_DEKU_TREE_BOSS][VREG(30)];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user