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26 changes: 13 additions & 13 deletions assets/xml/objects/object_xc.xml
Original file line number Diff line number Diff line change
@@ -1,43 +1,43 @@
<Root>
<File Name="object_xc" Segment="6">
<Skeleton Name="gSheikSkel" Type="Flex" LimbType="Standard" Offset="0x13510"/>
<Animation Name="gSheikPlayingHarpAnim" Offset="0xDB8"/>
<Animation Name="gSheikPlayingHarpPreludeAnim" Offset="0xDB8"/>
<Animation Name="gSheikShowingTriforceOnHandAnim" Offset="0x1C58"/>
<Animation Name="gSheikShowingTriforceOnHandIdleAnim" Offset="0x1F64"/>
<Animation Name="gSheikPlayingHarp2Anim" Offset="0x2D38"/>
<Animation Name="gSheikPlayingHarp3Anim" Offset="0x3CE8"/>
<Animation Name="gSheikPlayingHarp4Anim" Offset="0x4F90"/>
<Animation Name="gSheikPlayingHarpBoleroAnim" Offset="0x2D38"/>
<Animation Name="gSheikPlayingHarpMinuetAnim" Offset="0x3CE8"/>
<Animation Name="gSheikPlayingHarpSerenadeAnim" Offset="0x4F90"/>
<Animation Name="gSheikIdleAnim" Offset="0x5248"/>
<Texture Name="object_xc_TLUT_004A40" Format="rgba16" Width="16" Height="16" Offset="0x5460"/>
<Animation Name="gSheikWalkingAnim" Offset="0x139F0"/>
<Animation Name="gSheikArmsCrossedIdleAnim" Offset="0x144C4"/>
<Animation Name="gSheikFallingFromContortionsAnim" Offset="0x15404"/>
<Animation Name="gSheikHardFaceplantAnim" Offset="0x15404"/>
<Animation Name="gSheikContortionsAnim" Offset="0x17408"/>
<Animation Name="gSheikPlayingHarp5Anim" Offset="0x18218"/>
<Animation Name="gSheikInitialHarpAnim" Offset="0x18674"/>
<Animation Name="gSheikPlayingHarpDefaultAnim" Offset="0x18218"/>
<Animation Name="gSheikMoveHandToReadyHarpAnim" Offset="0x18674"/> <!-- Move right hand to get set to play harp -->
<Animation Name="gSheikDefenseStanceAnim" Offset="0x19520"/>
<Animation Name="gSheikThrowingNutAnim" Offset="0x19FB8"/>
<Animation Name="gSheikKneelingAnim" Offset="0x1A650"/>
<Animation Name="gSheikHittingGroundAnim" Offset="0x1A998"/>
<Animation Name="gSheikAnim_01A048" Offset="0x1AA68"/>
<Animation Name="gSheikPullingOutHarpAnim" Offset="0x1BBBC"/>
<Animation Name="gSheikDiveAnim" Offset="0x1AA68"/>
<Animation Name="gSheikPullingOutHarpAnim" Offset="0x1BBBC"/> <!-- Retrieve with left hand -->
<Animation Name="gSheikFallingFromSkyAnim" Offset="0x1CB08"/>
<Texture Name="gSheikEyeOpenTex" Format="ci8" Width="32" Height="32" Offset="0x56E0" TlutOffset="0x5460"/>
<Texture Name="gSheikEyeHalfClosedTex" Format="ci8" Width="32" Height="32" Offset="0x5AE0" TlutOffset="0x5460"/>
<Texture Name="gSheikEyeShutTex" Format="ci8" Width="32" Height="32" Offset="0x5EE0" TlutOffset="0x5460"/>
<Texture Name="gSheikEyeSquintingTex" Format="ci8" Width="32" Height="32" Offset="0x62E0" TlutOffset="0x5460"/>
<Texture Name="gSheikEyeLookingDownTex" Format="ci8" Width="32" Height="32" Offset="0x62E0" TlutOffset="0x5460"/>
<Array Name="gSheikHarpVtx" Count="96" Offset="0x10CF0">
<Vtx/>
</Array>
<Array Name="object_xc_Vtx_0112F0" Count="136" Offset="0x112F0">
<Vtx/>
</Array>
<DList Name="gSheikHarpDL" Offset="0x11B70"/>
<DList Name="gSheikDL_011620" Offset="0x12040"/>
<DList Name="gSheikLeftHandHarpDL" Offset="0x11B70"/>
<DList Name="gSheikRightHandSpreadFingersDL" Offset="0x12040"/>
<Array Name="object_xc_Vtx_013350" Count="4" Offset="0x13350">
<Vtx/>
</Array>
<DList Name="gSheikDL_012970" Offset="0x13390"/>
<DList Name="gSheikTriforceWisdomDL" Offset="0x13390"/>

<Texture Name="object_xc_005260_TLUT" Format="rgba16" Width="256" Height="1" Offset="0x5260"/>
<Texture Name="object_xc_005660_Tex" Format="ci8" Width="8" Height="8" Offset="0x5660" TlutOffset="0x5260"/>
Expand Down
24 changes: 12 additions & 12 deletions assets/xml/objects/object_xc_pal.xml
Original file line number Diff line number Diff line change
@@ -1,43 +1,43 @@
<Root>
<File Name="object_xc" Segment="6">
<Skeleton Name="gSheikSkel" Type="Flex" LimbType="Standard" Offset="0x12AF0"/>
<Animation Name="gSheikPlayingHarpAnim" Offset="0xB6C"/>
<Animation Name="gSheikPlayingHarpPreludeAnim" Offset="0xB6C"/>
<Animation Name="gSheikShowingTriforceOnHandAnim" Offset="0x1A08"/>
<Animation Name="gSheikShowingTriforceOnHandIdleAnim" Offset="0x1D14"/>
<Animation Name="gSheikPlayingHarp2Anim" Offset="0x289C"/>
<Animation Name="gSheikPlayingHarp3Anim" Offset="0x35C8"/>
<Animation Name="gSheikPlayingHarp4Anim" Offset="0x4570"/>
<Animation Name="gSheikPlayingHarpBoleroAnim" Offset="0x289C"/>
<Animation Name="gSheikPlayingHarpMinuetAnim" Offset="0x35C8"/>
<Animation Name="gSheikPlayingHarpSerenadeAnim" Offset="0x4570"/>
<Animation Name="gSheikIdleAnim" Offset="0x4828"/>
<Texture Name="object_xc_TLUT_004A40" Format="rgba16" Width="16" Height="16" Offset="0x4A40"/>
<Animation Name="gSheikWalkingAnim" Offset="0x12FD0"/>
<Animation Name="gSheikArmsCrossedIdleAnim" Offset="0x13AA4"/>
<Animation Name="gSheikFallingFromContortionsAnim" Offset="0x149E4"/>
<Animation Name="gSheikHardFaceplantAnim" Offset="0x149E4"/>
<Animation Name="gSheikContortionsAnim" Offset="0x169E8"/>
<Animation Name="gSheikPlayingHarp5Anim" Offset="0x177F8"/>
<Animation Name="gSheikInitialHarpAnim" Offset="0x17C54"/>
<Animation Name="gSheikPlayingHarpDefaultAnim" Offset="0x177F8"/>
<Animation Name="gSheikMoveHandToReadyHarpAnim" Offset="0x17C54"/>
<Animation Name="gSheikDefenseStanceAnim" Offset="0x18B00"/>
<Animation Name="gSheikThrowingNutAnim" Offset="0x19598"/>
<Animation Name="gSheikKneelingAnim" Offset="0x19C30"/>
<Animation Name="gSheikHittingGroundAnim" Offset="0x19F78"/>
<Animation Name="gSheikAnim_01A048" Offset="0x1A048"/>
<Animation Name="gSheikDiveAnim" Offset="0x1A048"/>
<Animation Name="gSheikPullingOutHarpAnim" Offset="0x1B19C"/>
<Animation Name="gSheikFallingFromSkyAnim" Offset="0x1C0E8"/>
<Texture Name="gSheikEyeOpenTex" Format="ci8" Width="32" Height="32" Offset="0x4CC0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeHalfClosedTex" Format="ci8" Width="32" Height="32" Offset="0x50C0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeShutTex" Format="ci8" Width="32" Height="32" Offset="0x54C0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeSquintingTex" Format="ci8" Width="32" Height="32" Offset="0x58C0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeLookingDownTex" Format="ci8" Width="32" Height="32" Offset="0x58C0" TlutOffset="0x4A40"/>
<Array Name="gSheikHarpVtx" Count="96" Offset="0x102D0">
<Vtx/>
</Array>
<Array Name="object_xc_Vtx_0108D0" Count="136" Offset="0x108D0">
<Vtx/>
</Array>
<DList Name="gSheikHarpDL" Offset="0x11150"/>
<DList Name="gSheikDL_011620" Offset="0x11620"/>
<DList Name="gSheikLeftHandHarpDL" Offset="0x11150"/>
<DList Name="gSheikRightHandSpreadFingersDL" Offset="0x11620"/>
<Array Name="object_xc_Vtx_012930" Count="4" Offset="0x12930">
<Vtx/>
</Array>
<DList Name="gSheikDL_012970" Offset="0x12970"/>
<DList Name="gSheikTriforceWisdomDL" Offset="0x12970"/>

<Texture Name="object_xc_004840_TLUT" Format="rgba16" Width="256" Height="1" Offset="0x4840"/>
<Texture Name="object_xc_004C40_Tex" Format="ci8" Width="8" Height="8" Offset="0x4C40" TlutOffset="0x4840"/>
Expand Down
49 changes: 45 additions & 4 deletions include/cutscene.h
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,7 @@ typedef enum CutsceneCmd {
/* 0x002C */ CS_CMD_ACTOR_CUE_5_0,
/* 0x002D */ CS_CMD_TRANSITION,
/* 0x002E */ CS_CMD_ACTOR_CUE_0_6,
/* 0x002F */ CS_CMD_ACTOR_CUE_4_3,
/* 0x002F */ CS_CMD_ACTOR_CUE_4_SHEIK,
/* 0x0030 */ CS_CMD_ACTOR_CUE_1_5,
/* 0x0031 */ CS_CMD_ACTOR_CUE_7_0,
/* 0x0032 */ CS_CMD_ACTOR_CUE_2_3,
Expand All @@ -80,7 +80,7 @@ typedef enum CutsceneCmd {
/* 0x003B */ CS_CMD_UNIMPLEMENTED_3B,
/* 0x003C */ CS_CMD_ACTOR_CUE_7_1,
/* 0x003D */ CS_CMD_UNIMPLEMENTED_3D,
/* 0x003E */ CS_CMD_ACTOR_CUE_8_0,
/* 0x003E */ CS_CMD_ACTOR_CUE_8_NAVI,
/* 0x003F */ CS_CMD_ACTOR_CUE_3_5,
/* 0x0040 */ CS_CMD_ACTOR_CUE_1_6,
/* 0x0041 */ CS_CMD_ACTOR_CUE_3_6,
Expand Down Expand Up @@ -128,7 +128,7 @@ typedef enum CutsceneCmd {
/* 0x0077 */ CS_CMD_ACTOR_CUE_0_13,
/* 0x0078 */ CS_CMD_ACTOR_CUE_1_14,
/* 0x0079 */ CS_CMD_ACTOR_CUE_2_11,
/* 0x007B */ CS_CMD_ACTOR_CUE_0_14 = 0x7B,
/* 0x007B */ CS_CMD_ACTOR_CUE_0_SHEIK_EFF_FLAME = 0x7B,
/* 0x007C */ CS_CMD_FADE_OUT_SEQ,
/* 0x007D */ CS_CMD_ACTOR_CUE_1_15,
/* 0x007E */ CS_CMD_ACTOR_CUE_2_12,
Expand All @@ -149,7 +149,7 @@ typedef enum CutsceneCmd {
/* 0x008D */ CS_CMD_ACTOR_CUE_1_17,
/* 0x008E */ CS_CMD_ACTOR_CUE_7_6,
/* 0x008F */ CS_CMD_ACTOR_CUE_9_0,
/* 0x0090 */ CS_CMD_ACTOR_CUE_0_17,
/* 0x0090 */ CS_CMD_ACTOR_CUE_0_SHEIK_EFF_SPLASH,
/* 0x03E8 */ CS_CMD_DESTINATION = 0x03E8
} CutsceneCmd;

Expand Down Expand Up @@ -344,6 +344,47 @@ typedef enum CutsceneDestination {
/* 0x77 */ CS_DEST_ZELDAS_COURTYARD_RECEIVE_LETTER
} CutsceneDestination;

typedef enum EnXcCueId {

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since these are actor-specific I think it would make more sense to place them in the actor overlay header (if possible), I'm worried we'll end up with lots of actor-specific enums like this as more actor cues are documented in the future

@Yanis002 Yanis002 Jan 27, 2026

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oh nvm I should learn how to read lol

I wouldn't be against having a separate header for actor-specific cutscene stuff, like instead of having them in z_en_xc.h directly we could make another file in that folder for this

@mzxrules mzxrules Jan 29, 2026

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Personally I'd like to hold off until more asset splitting and cutscene documentation happens before deciding how to sort things.

/* 0x00 */ ENXC_CUEID_NONE,
/* 0x01 */ ENXC_CUEID_IDLE,
/* 0x02 */ ENXC_CUEID_GRACEFUL_FALL,
/* 0x03 */ ENXC_CUEID_PLAY_HARP, // Generic Anim
/* 0x04 */ ENXC_CUEID_BACK_AWAY,
/* 0x05 */ ENXC_CUEID_PUT_AWAY_HARP,
/* 0x06 */ ENXC_CUEID_APPEAR,
/* 0x07 */ ENXC_CUEID_7,
/* 0x08 */ ENXC_CUEID_PLAY_HARP_STALL, // Freeze in place while playing harp
/* 0x09 */ ENXC_CUEID_VANISH,
/* 0x0A */ ENXC_CUEID_TRANSFORM_POSE,
/* 0x0B */ ENXC_CUEID_PLAY_HARP_MINUET,
/* 0x0C */ ENXC_CUEID_PLAY_HARP_BOLERO,
/* 0x0D */ ENXC_CUEID_PLAY_HARP_SERENADE,
/* 0x0E */ ENXC_CUEID_HARD_FACEPLANT,
/* 0x0F */ ENXC_CUEID_GESTURE_STOP_LINK,
/* 0x10 */ ENXC_CUEID_KNEEL,
/* 0x11 */ ENXC_CUEID_NOCTURNE_IDLE,
/* 0x12 */ ENXC_CUEID_CONTORTIONS,
/* 0x13 */ ENXC_CUEID_PUSHUP_PRONE_OR_TRIFORCE_MARK2,
/* 0x14 */ ENXC_CUEID_DEFENSE_STANCE,
/* 0x15 */ ENXC_CUEID_TRANSFORM_REVEAL_TRIFORCE_MARK,
/* 0x16 */ ENXC_CUEID_DIVE,
/* 0x17 */ ENXC_CUEID_PLAY_HARP_PRELUDE,
/* 0x18 */ ENXC_CUEID_BLOCK_PEDESTAL
} EnXcCueId; // CS_CMD_ACTOR_CUE_4_SHEIK

typedef enum EnXcEffSplashCueId {
/* 0x00 */ ENXC_EFF_SPLASH_CUEID_NONE,
/* 0x01 */ ENXC_EFF_SPLASH_CUEID_1,
/* 0x02 */ ENXC_EFF_SPLASH_CUEID_2,
/* 0x03 */ ENXC_EFF_SPLASH_CUEID_3
} EnXcEffSplashCueId; // CS_CMD_ACTOR_CUE_0_SHEIK_EFF_SPLASH

typedef enum EnXcEffFlameCueId {
/* 0x00 */ ENXC_EFF_FLAME_CUEID_NONE,
/* 0x01 */ ENXC_EFF_FLAME_CUEID_1,
/* 0x02 */ ENXC_EFF_FLAME_CUEID_2
} EnXcEffFlameCueId; // CS_CMD_ACTOR_CUE_0_SHEIK_EFF_FLAME

typedef union CsCmdCam {
struct {
/* 0x00 */ u16 unused0;
Expand Down
2 changes: 1 addition & 1 deletion src/code/z_bgcheck.c
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@
#include "player.h"
#include "skin_matrix.h"

#pragma increment_block_number "ntsc-1.0:136 ntsc-1.1:136 ntsc-1.2:136"
#pragma increment_block_number "ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128"

u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
Expand Down
6 changes: 3 additions & 3 deletions src/code/z_camera.c
Original file line number Diff line number Diff line change
Expand Up @@ -26,8 +26,8 @@
#include "save.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"

#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:64 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64 ique-cn:64" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"

s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
Expand Down Expand Up @@ -3661,7 +3661,7 @@ s32 Camera_KeepOn3(Camera* camera) {
}

#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:73 ntsc-1.1:73 ntsc-1.2:73 pal-1.0:73 pal-1.1:73"
"ique-cn:128 ntsc-1.0:64 ntsc-1.1:64 ntsc-1.2:64 pal-1.0:64 pal-1.1:64"

s32 Camera_KeepOn4(Camera* camera) {
static Vec3f sAtTarget;
Expand Down
2 changes: 1 addition & 1 deletion src/code/z_collision_check.c
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@
#include "z_lib.h"

#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ique-cn:192 ntsc-1.0:160 ntsc-1.1:160 ntsc-1.2:160 pal-1.0:160 pal-1.1:160"
"ique-cn:192 ntsc-1.0:144 ntsc-1.1:144 ntsc-1.2:144 pal-1.0:144 pal-1.1:144"

typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
Expand Down
8 changes: 4 additions & 4 deletions src/code/z_demo.c
Original file line number Diff line number Diff line change
Expand Up @@ -1947,10 +1947,10 @@ void Cutscene_ProcessScript(PlayState* play, CutsceneContext* csCtx, u8* script)
case CS_CMD_ACTOR_CUE_0_11:
case CS_CMD_ACTOR_CUE_0_12:
case CS_CMD_ACTOR_CUE_0_13:
case CS_CMD_ACTOR_CUE_0_14:
case CS_CMD_ACTOR_CUE_0_SHEIK_EFF_FLAME:
case CS_CMD_ACTOR_CUE_0_15:
case CS_CMD_ACTOR_CUE_0_16:
case CS_CMD_ACTOR_CUE_0_17:
case CS_CMD_ACTOR_CUE_0_SHEIK_EFF_SPLASH:
MemCpy(&cmdEntries, script, sizeof(cmdEntries));
script += sizeof(cmdEntries);

Expand Down Expand Up @@ -2059,7 +2059,7 @@ void Cutscene_ProcessScript(PlayState* play, CutsceneContext* csCtx, u8* script)
case CS_CMD_ACTOR_CUE_4_0:
case CS_CMD_ACTOR_CUE_4_1:
case CS_CMD_ACTOR_CUE_4_2:
case CS_CMD_ACTOR_CUE_4_3:
case CS_CMD_ACTOR_CUE_4_SHEIK:
case CS_CMD_ACTOR_CUE_4_4:
case CS_CMD_ACTOR_CUE_4_5:
case CS_CMD_ACTOR_CUE_4_6:
Expand Down Expand Up @@ -2147,7 +2147,7 @@ void Cutscene_ProcessScript(PlayState* play, CutsceneContext* csCtx, u8* script)
}
break;

case CS_CMD_ACTOR_CUE_8_0:
case CS_CMD_ACTOR_CUE_8_NAVI:
MemCpy(&cmdEntries, script, sizeof(cmdEntries));
script += sizeof(cmdEntries);

Expand Down
2 changes: 1 addition & 1 deletion src/code/z_kaleido_scope_call.c
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#pragma increment_block_number "gc-eu:80 gc-eu-mq:80 gc-jp:80 gc-jp-ce:80 gc-jp-mq:80 gc-us:80 gc-us-mq:80 ique-cn:64" \
#pragma increment_block_number "gc-eu:64 gc-eu-mq:64 gc-jp:64 gc-jp-ce:64 gc-jp-mq:64 gc-us:64 gc-us-mq:64 ique-cn:48" \
"ntsc-1.0:80 ntsc-1.1:80 ntsc-1.2:80 pal-1.0:80 pal-1.1:80"

#include "libu64/debug.h"
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ CutsceneData gRevealMasterSwordCs[] = {
CS_PLAYER_CUE(PLAYER_CUEID_5, 0, 1, 0x0000, 0x8000, 0x0000, 0, 0, 820, 0, 0, 820, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x1, 1e-45f)),
CS_PLAYER_CUE(PLAYER_CUEID_2, 1, 16, 0x0000, 0x8000, 0x0000, 0, 0, 820, 0, 0, 720, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x1, 1e-45f)),
CS_PLAYER_CUE(PLAYER_CUEID_5, 16, 176, 0x0000, 0x8000, 0x0000, 0, 0, 720, 0, 0, 720, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x1, 1e-45f)),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_8_0, 3),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_8_NAVI, 3),
CS_ACTOR_CUE(0x0004, 40, 70, 0x7D74, 0x0000, 0x0000, -1, 49, 719, 1, 47, 687, CS_FLOAT(0x3D888889, 0.06666667f), CS_FLOAT(0xBD888889, -0.06666667f), CS_FLOAT(0xBD888889, -0.06666667f)),
CS_ACTOR_CUE(0x0004, 70, 220, 0x8010, 0x0000, 0x0000, 1, 47, 687, 0, 134, 21, CS_FLOAT(0xBBDA740E, -0.006666667f), CS_FLOAT(0x3F147AE1, 0.58f), CS_FLOAT(0x3BDA740E, 0.006666667f)),
CS_ACTOR_CUE(0x0002, 220, 272, 0x8000, 0x0000, 0x0000, 0, 134, 21, 0, 101, 2, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0xBF227627, -0.63461536f), CS_FLOAT(0x0, 0.0f)),
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ CutsceneData gDekuTreeMeetingCs[] = {
CS_MISC(CS_MISC_STOP_CUTSCENE, 180, 200, 0x0000, 0x00000000, 0x00000000, 0xFFFFFFF7, 0xFFFFFFDB, 0x00000000, 0xFFFFFFF7, 0xFFFFFFDB, 0x00000000, 0x00000000, 0x00000000),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_0_6, 1),
CS_ACTOR_CUE(0x0001, 0, 3000, 0x0000, 0x0000, 0x0000, 0, -41, -28, 0, -41, -28, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f)),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_8_0, 4),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_8_NAVI, 4),
CS_ACTOR_CUE(0x0001, 0, 1, 0x0000, 0x0000, 0x0000, 2668, 46, -490, 2668, 46, -490, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f)),
CS_ACTOR_CUE(0x0004, 1, 50, 0x5479, 0x0000, 0x0000, 2668, 46, -490, 2890, 43, -612, CS_FLOAT(0x4090FAC7, 4.5306125f), CS_FLOAT(0xBD7AC688, -0.06122449f), CS_FLOAT(0xC090FAC7, -4.5306125f)),
CS_ACTOR_CUE(0x0004, 50, 100, 0x505C, 0x0000, 0x0000, 2890, 43, -612, 3109, 121, -705, CS_FLOAT(0x408C28F6, 4.38f), CS_FLOAT(0x3FC7AE14, 1.56f), CS_FLOAT(0xC08C28F6, -4.38f)),
Expand Down
4 changes: 2 additions & 2 deletions src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
Original file line number Diff line number Diff line change
Expand Up @@ -126,14 +126,14 @@ static u8 D_808E4C58[] = { 0, 12, 10, 12, 14, 16, 12, 14, 16, 12, 14, 16, 12, 14
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };

#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
"ique-cn:0 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"

static EnGanonMant* sCape;

// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
"ique-cn:192 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"

static s32 sSeed1;
static s32 sSeed2;
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4 changes: 2 additions & 2 deletions src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
Original file line number Diff line number Diff line change
Expand Up @@ -26,8 +26,8 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_tw/object_tw.h"

#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:0 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
"ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"

#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
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Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ static CutsceneData gFireMedallionCs[] = {
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_0_5, 1),
CS_ACTOR_CUE(0x0001, 0, 3000, 0x0000, 0x0000, 0x0000, 0, 0, -2, 0, 0, -2, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f)),
CS_TRANSITION(CS_TRANS_GRAY_FILL_IN, 805, 835),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_8_0, 1),
CS_ACTOR_CUE_LIST(CS_CMD_ACTOR_CUE_8_NAVI, 1),
CS_ACTOR_CUE(0x0004, 0, 3000, 0x0000, 0x0000, 0x0000, 32, 80, -51, 32, 80, -51, CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f), CS_FLOAT(0x0, 0.0f)),
CS_DESTINATION(CS_DEST_DEATH_MOUNTAIN_CRATER_FROM_CHAMBER_OF_SAGES, 905, 1030),
CS_START_SEQ_LIST(1),
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2 changes: 1 addition & 1 deletion src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c
Original file line number Diff line number Diff line change
Expand Up @@ -169,7 +169,7 @@ void DemoEffect_InitJewel(PlayState* play, DemoEffect* this) {
Actor_SetScale(&this->actor, 0.10f);
}
this->cueChannel = 1;
this->actor.shape.rot.x = 16384;
this->actor.shape.rot.x = 0x4000;
DemoEffect_InitJewelColor(this);
this->jewel.alpha = 0;
this->jewelCsRotation.x = this->jewelCsRotation.y = this->jewelCsRotation.z = 0;
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