Add scene table (#3131)

* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp
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Pepe20129 2023-09-01 18:46:19 +02:00 committed by GitHub
commit 45b7520dcb
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109 changed files with 2407 additions and 2521 deletions

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@ -43,106 +43,106 @@ typedef struct {
} RestrictionFlags;
static RestrictionFlags sRestrictionFlags[] = {
{ SCENE_SPOT00, 0x00, 0x00, 0x10 },
{ SCENE_SPOT01, 0x00, 0x00, 0x10 },
{ SCENE_SPOT02, 0x00, 0x00, 0x10 },
{ SCENE_SPOT03, 0x00, 0x00, 0x10 },
{ SCENE_SPOT04, 0x00, 0x00, 0x10 },
{ SCENE_SPOT05, 0x00, 0x00, 0x10 },
{ SCENE_SPOT06, 0x00, 0x00, 0x10 },
{ SCENE_SPOT07, 0x00, 0x00, 0x10 },
{ SCENE_SPOT08, 0x00, 0x00, 0x10 },
{ SCENE_SPOT09, 0x00, 0x00, 0x10 },
{ SCENE_SPOT10, 0x00, 0x00, 0x10 },
{ SCENE_SPOT11, 0x00, 0x00, 0x10 },
{ SCENE_SPOT12, 0x00, 0x00, 0x10 },
{ SCENE_SPOT13, 0x00, 0x00, 0x10 },
{ SCENE_SPOT15, 0x00, 0x00, 0x10 },
{ SCENE_GANON_TOU, 0x00, 0x00, 0x10 },
{ SCENE_SPOT16, 0x00, 0x00, 0x10 },
{ SCENE_SPOT17, 0x00, 0x00, 0x10 },
{ SCENE_SPOT18, 0x00, 0x00, 0x10 },
{ SCENE_SPOT20, 0x00, 0x00, 0x10 },
{ SCENE_TOKINOMA, 0x00, 0x10, 0x15 },
{ SCENE_KENJYANOMA, 0xA2, 0xAA, 0xAA },
{ SCENE_SYATEKIJYOU, 0x11, 0x55, 0x55 },
{ SCENE_HAIRAL_NIWA, 0x11, 0x55, 0x55 },
{ SCENE_HAIRAL_NIWA_N, 0x11, 0x55, 0x55 },
{ SCENE_HAKAANA, 0x00, 0x00, 0xD0 },
{ SCENE_HAKAANA2, 0x00, 0x00, 0xD0 },
{ SCENE_HAKAANA_OUKE, 0x00, 0x00, 0xD0 },
{ SCENE_DAIYOUSEI_IZUMI, 0x00, 0x00, 0x10 },
{ SCENE_YOUSEI_IZUMI_TATE, 0x00, 0x00, 0xD0 },
{ SCENE_YOUSEI_IZUMI_YOKO, 0x00, 0x00, 0x10 },
{ SCENE_GANON_FINAL, 0x00, 0x05, 0x50 },
{ SCENE_NAKANIWA, 0x00, 0x05, 0x54 },
{ SCENE_TURIBORI, 0x11, 0x55, 0x55 },
{ SCENE_BOWLING, 0x11, 0x55, 0x55 },
{ SCENE_SOUKO, 0x00, 0x10, 0x15 },
{ SCENE_MIHARIGOYA, 0x00, 0x10, 0x14 },
{ SCENE_MAHOUYA, 0x10, 0x15, 0x55 },
{ SCENE_TAKARAYA, 0x10, 0x15, 0x55 },
{ SCENE_KINSUTA, 0x00, 0x10, 0x15 },
{ SCENE_ENTRA, 0x00, 0x10, 0x15 },
{ SCENE_ENTRA_N, 0x00, 0x10, 0x15 },
{ SCENE_ENRUI, 0x00, 0x10, 0xD5 },
{ SCENE_HYRULE_FIELD, 0x00, 0x00, 0x10 },
{ SCENE_KAKARIKO_VILLAGE, 0x00, 0x00, 0x10 },
{ SCENE_GRAVEYARD, 0x00, 0x00, 0x10 },
{ SCENE_ZORAS_RIVER, 0x00, 0x00, 0x10 },
{ SCENE_KOKIRI_FOREST, 0x00, 0x00, 0x10 },
{ SCENE_SACRED_FOREST_MEADOW, 0x00, 0x00, 0x10 },
{ SCENE_LAKE_HYLIA, 0x00, 0x00, 0x10 },
{ SCENE_ZORAS_DOMAIN, 0x00, 0x00, 0x10 },
{ SCENE_ZORAS_FOUNTAIN, 0x00, 0x00, 0x10 },
{ SCENE_GERUDO_VALLEY, 0x00, 0x00, 0x10 },
{ SCENE_LOST_WOODS, 0x00, 0x00, 0x10 },
{ SCENE_DESERT_COLOSSUS, 0x00, 0x00, 0x10 },
{ SCENE_GERUDOS_FORTRESS, 0x00, 0x00, 0x10 },
{ SCENE_HAUNTED_WASTELAND, 0x00, 0x00, 0x10 },
{ SCENE_HYRULE_CASTLE, 0x00, 0x00, 0x10 },
{ SCENE_OUTSIDE_GANONS_CASTLE, 0x00, 0x00, 0x10 },
{ SCENE_DEATH_MOUNTAIN_TRAIL, 0x00, 0x00, 0x10 },
{ SCENE_DEATH_MOUNTAIN_CRATER, 0x00, 0x00, 0x10 },
{ SCENE_GORON_CITY, 0x00, 0x00, 0x10 },
{ SCENE_LON_LON_RANCH, 0x00, 0x00, 0x10 },
{ SCENE_TEMPLE_OF_TIME, 0x00, 0x10, 0x15 },
{ SCENE_CHAMBER_OF_THE_SAGES, 0xA2, 0xAA, 0xAA },
{ SCENE_SHOOTING_GALLERY, 0x11, 0x55, 0x55 },
{ SCENE_CASTLE_COURTYARD_GUARDS_DAY, 0x11, 0x55, 0x55 },
{ SCENE_CASTLE_COURTYARD_GUARDS_NIGHT, 0x11, 0x55, 0x55 },
{ SCENE_REDEAD_GRAVE, 0x00, 0x00, 0xD0 },
{ SCENE_GRAVE_WITH_FAIRYS_FOUNTAIN, 0x00, 0x00, 0xD0 },
{ SCENE_ROYAL_FAMILYS_TOMB, 0x00, 0x00, 0xD0 },
{ SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, 0x00, 0x00, 0x10 },
{ SCENE_FAIRYS_FOUNTAIN, 0x00, 0x00, 0xD0 },
{ SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS, 0x00, 0x00, 0x10 },
{ SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR, 0x00, 0x05, 0x50 },
{ SCENE_CASTLE_COURTYARD_ZELDA, 0x00, 0x05, 0x54 },
{ SCENE_FISHING_POND, 0x11, 0x55, 0x55 },
{ SCENE_BOMBCHU_BOWLING_ALLEY, 0x11, 0x55, 0x55 },
{ SCENE_LON_LON_BUILDINGS, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_GUARD_HOUSE, 0x00, 0x10, 0x14 },
{ SCENE_POTION_SHOP_GRANNY, 0x10, 0x15, 0x55 },
{ SCENE_TREASURE_BOX_SHOP, 0x10, 0x15, 0x55 },
{ SCENE_HOUSE_OF_SKULLTULA, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ENTRANCE_DAY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ENTRANCE_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ENTRANCE_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_MARKET_DAY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_MARKET_ALLEY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ALLEY_N, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE_N, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE_R, 0x00, 0x10, 0xD5 },
{ SCENE_LINK_HOME, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO3, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME3, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME4, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME5, 0x10, 0x10, 0x15 },
{ SCENE_MALON_STABLE, 0x10, 0x10, 0x15 },
{ SCENE_HUT, 0x10, 0x10, 0x15 },
{ SCENE_IMPA, 0x10, 0x10, 0x15 },
{ SCENE_LABO, 0x10, 0x10, 0x15 },
{ SCENE_HYLIA_LABO, 0x00, 0x10, 0x15 },
{ SCENE_TENT, 0x10, 0x10, 0x15 },
{ SCENE_SHOP1, 0x10, 0x10, 0x15 },
{ SCENE_BACK_ALLEY_DAY, 0x00, 0x10, 0x15 },
{ SCENE_BACK_ALLEY_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY, 0x00, 0x10, 0x15 },
{ SCENE_TEMPLE_OF_TIME_EXTERIOR_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_LINKS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO_CENTER_GUEST_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_BACK_ALLEY_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_KNOW_IT_ALL_BROS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_TWINS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_MIDOS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_SARIAS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_STABLE, 0x10, 0x10, 0x15 },
{ SCENE_GRAVEKEEPERS_HUT, 0x10, 0x10, 0x15 },
{ SCENE_DOG_LADY_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_IMPAS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_LAKESIDE_LABORATORY, 0x00, 0x10, 0x15 },
{ SCENE_CARPENTERS_TENT, 0x10, 0x10, 0x15 },
{ SCENE_BAZAAR, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_GOLON, 0x10, 0x10, 0x15 },
{ SCENE_ZOORA, 0x10, 0x10, 0x15 },
{ SCENE_DRAG, 0x10, 0x10, 0x15 },
{ SCENE_ALLEY_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_NIGHT_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_FACE_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_MEN, 0x00, 0x03, 0x10 },
{ SCENE_YDAN, 0x00, 0x00, 0x00 },
{ SCENE_YDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_DDAN, 0x00, 0x00, 0x00 },
{ SCENE_DDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BDAN, 0x00, 0x00, 0x00 },
{ SCENE_BDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BMORI1, 0x00, 0x00, 0x00 },
{ SCENE_MORIBOSSROOM, 0x00, 0x45, 0x50 },
{ SCENE_HAKADANCH, 0x00, 0x00, 0x00 },
{ SCENE_HAKADAN, 0x00, 0x00, 0x00 },
{ SCENE_HAKADAN_BS, 0x00, 0x45, 0x50 },
{ SCENE_HIDAN, 0x00, 0x00, 0x00 },
{ SCENE_FIRE_BS, 0x00, 0x45, 0x50 },
{ SCENE_MIZUSIN, 0x00, 0x00, 0x00 },
{ SCENE_MIZUSIN_BS, 0x00, 0x45, 0x50 },
{ SCENE_JYASINZOU, 0x00, 0x00, 0x00 },
{ SCENE_JYASINBOSS, 0x00, 0x45, 0x50 },
{ SCENE_GANON, 0x00, 0x00, 0x00 },
{ SCENE_GORON_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_ZORA_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_POTION_SHOP_KAKARIKO, 0x10, 0x10, 0x15 },
{ SCENE_POTION_SHOP_MARKET, 0x10, 0x10, 0x15 },
{ SCENE_BOMBCHU_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_HAPPY_MASK_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_GERUDO_TRAINING_GROUND, 0x00, 0x03, 0x10 },
{ SCENE_DEKU_TREE, 0x00, 0x00, 0x00 },
{ SCENE_DEKU_TREE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_DODONGOS_CAVERN, 0x00, 0x00, 0x00 },
{ SCENE_DODONGOS_CAVERN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_JABU_JABU, 0x00, 0x00, 0x00 },
{ SCENE_JABU_JABU_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_FOREST_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_FOREST_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BOTTOM_OF_THE_WELL, 0x00, 0x00, 0x00 },
{ SCENE_SHADOW_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_SHADOW_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_FIRE_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_FIRE_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_WATER_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_WATER_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_SPIRIT_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_SPIRIT_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_GANONS_TOWER, 0x00, 0x00, 0x00 },
{ SCENE_GANONDORF_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_ICE_CAVERN, 0x00, 0x00, 0xC0 },
{ SCENE_WINDMILL_AND_DAMPES_GRAVE, 0x00, 0x03, 0x14 },
{ SCENE_INSIDE_GANONS_CASTLE, 0x00, 0x03, 0x10 },
{ SCENE_GANON_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_ICE_DOUKUTO, 0x00, 0x00, 0xC0 },
{ SCENE_HAKASITARELAY, 0x00, 0x03, 0x14 },
{ SCENE_GANONTIKA, 0x00, 0x03, 0x10 },
{ SCENE_GANON_DEMO, 0x00, 0x45, 0x50 },
{ SCENE_GANON_SONOGO, 0x00, 0x05, 0x50 },
{ SCENE_GANONTIKA_SONOGO, 0x00, 0x05, 0x50 },
{ SCENE_GERUDOWAY, 0x00, 0x00, 0x10 },
{ SCENE_KAKUSIANA, 0x00, 0x00, 0xD0 },
{ SCENE_GANONS_TOWER_COLLAPSE_INTERIOR, 0x00, 0x05, 0x50 },
{ SCENE_INSIDE_GANONS_CASTLE_COLLAPSE, 0x00, 0x05, 0x50 },
{ SCENE_THIEVES_HIDEOUT, 0x00, 0x00, 0x10 },
{ SCENE_GROTTOS, 0x00, 0x00, 0xD0 },
{ 0xFF, 0x00, 0x00, 0x00 },
};
@ -537,26 +537,26 @@ void func_80082850(PlayState* play, s16 maxAlpha) {
}
switch (play->sceneNum) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
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 (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = alpha;
} else {
@ -821,11 +821,11 @@ void func_80083108(PlayState* play) {
s16 sp28 = 0;
if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
((play->sceneNum == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
((play->sceneNum == SCENE_LON_LON_RANCH) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
gSaveContext.unk_13E7 = 0;
if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
gSaveContext.unk_13E7 = 1;
@ -842,7 +842,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[0] != ITEM_NONE)) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
if ((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
Interface_LoadItemIcon1(play, 0);
} else {
@ -875,7 +875,7 @@ void func_80083108(PlayState* play) {
Interface_ChangeAlpha(8);
} else if (play->shootingGalleryStatus > 1) {
Interface_ChangeAlpha(8);
} else if ((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
} else if ((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
Interface_ChangeAlpha(8);
} else if (player->stateFlags1 & 0x00800000) {
Interface_ChangeAlpha(12);
@ -886,9 +886,9 @@ void func_80083108(PlayState* play) {
}
}
// Don't hide the HUD in the Chamber of Sages when in Boss Rush.
} else if (play->sceneNum == SCENE_KENJYANOMA && !gSaveContext.isBossRush) {
} else if (play->sceneNum == SCENE_CHAMBER_OF_THE_SAGES && !gSaveContext.isBossRush) {
Interface_ChangeAlpha(1);
} else if (play->sceneNum == SCENE_TURIBORI) {
} else if (play->sceneNum == SCENE_FISHING_POND) {
gSaveContext.unk_13E7 = 2;
if (play->interfaceCtx.unk_260 != 0) {
if (gSaveContext.equips.buttonItems[0] != ITEM_FISHING_POLE) {
@ -1259,7 +1259,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[i] <= ITEM_BOOTS_HOVER)) && // (tunics/boots) on C-buttons
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
if ((play->sceneNum != SCENE_TAKARAYA) ||
if ((play->sceneNum != SCENE_TREASURE_BOX_SHOP) ||
(gSaveContext.equips.buttonItems[i] != ITEM_LENS)) {
if (gSaveContext.buttonStatus[BUTTON_STATUS_INDEX(i)] == BTN_ENABLED) {
sp28 = 1;
@ -1360,7 +1360,7 @@ void Interface_SetSceneRestrictions(PlayState* play) {
interfaceCtx->restrictions.all);
osSyncPrintf(VT_RST);
if (CVarGetInteger("gBetterFW", 0)) {
if (currentScene == SCENE_MEN || currentScene == SCENE_GANONTIKA) {
if (currentScene == SCENE_GERUDO_TRAINING_GROUND || currentScene == SCENE_INSIDE_GANONS_CASTLE) {
interfaceCtx->restrictions.farores = 0;
}
}
@ -2406,22 +2406,22 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
switch (item) {
case RG_DEKU_TREE_MAP:
case RG_DEKU_TREE_COMPASS:
mapIndex = SCENE_YDAN;
mapIndex = SCENE_DEKU_TREE;
break;
case RG_DODONGOS_CAVERN_MAP:
case RG_DODONGOS_CAVERN_COMPASS:
mapIndex = SCENE_DDAN;
mapIndex = SCENE_DODONGOS_CAVERN;
break;
case RG_JABU_JABUS_BELLY_MAP:
case RG_JABU_JABUS_BELLY_COMPASS:
mapIndex = SCENE_BDAN;
mapIndex = SCENE_JABU_JABU;
break;
case RG_FOREST_TEMPLE_MAP:
case RG_FOREST_TEMPLE_COMPASS:
case RG_FOREST_TEMPLE_SMALL_KEY:
case RG_FOREST_TEMPLE_KEY_RING:
case RG_FOREST_TEMPLE_BOSS_KEY:
mapIndex = SCENE_BMORI1;
mapIndex = SCENE_FOREST_TEMPLE;
numOfKeysOnKeyring = FOREST_TEMPLE_SMALL_KEY_MAX;
break;
case RG_FIRE_TEMPLE_MAP:
@ -2429,7 +2429,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
case RG_FIRE_TEMPLE_SMALL_KEY:
case RG_FIRE_TEMPLE_KEY_RING:
case RG_FIRE_TEMPLE_BOSS_KEY:
mapIndex = SCENE_HIDAN;
mapIndex = SCENE_FIRE_TEMPLE;
numOfKeysOnKeyring = FIRE_TEMPLE_SMALL_KEY_MAX;
break;
case RG_WATER_TEMPLE_MAP:
@ -2437,7 +2437,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
case RG_WATER_TEMPLE_SMALL_KEY:
case RG_WATER_TEMPLE_KEY_RING:
case RG_WATER_TEMPLE_BOSS_KEY:
mapIndex = SCENE_MIZUSIN;
mapIndex = SCENE_WATER_TEMPLE;
numOfKeysOnKeyring = WATER_TEMPLE_SMALL_KEY_MAX;
break;
case RG_SPIRIT_TEMPLE_MAP:
@ -2445,7 +2445,7 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
case RG_SPIRIT_TEMPLE_SMALL_KEY:
case RG_SPIRIT_TEMPLE_KEY_RING:
case RG_SPIRIT_TEMPLE_BOSS_KEY:
mapIndex = SCENE_JYASINZOU;
mapIndex = SCENE_SPIRIT_TEMPLE;
numOfKeysOnKeyring = SPIRIT_TEMPLE_SMALL_KEY_MAX;
break;
case RG_SHADOW_TEMPLE_MAP:
@ -2453,36 +2453,36 @@ u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
case RG_SHADOW_TEMPLE_SMALL_KEY:
case RG_SHADOW_TEMPLE_KEY_RING:
case RG_SHADOW_TEMPLE_BOSS_KEY:
mapIndex = SCENE_HAKADAN;
mapIndex = SCENE_SHADOW_TEMPLE;
numOfKeysOnKeyring = SHADOW_TEMPLE_SMALL_KEY_MAX;
break;
case RG_BOTTOM_OF_THE_WELL_MAP:
case RG_BOTTOM_OF_THE_WELL_COMPASS:
case RG_BOTTOM_OF_THE_WELL_SMALL_KEY:
case RG_BOTTOM_OF_THE_WELL_KEY_RING:
mapIndex = SCENE_HAKADANCH;
mapIndex = SCENE_BOTTOM_OF_THE_WELL;
numOfKeysOnKeyring = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX;
break;
case RG_ICE_CAVERN_MAP:
case RG_ICE_CAVERN_COMPASS:
mapIndex = SCENE_ICE_DOUKUTO;
mapIndex = SCENE_ICE_CAVERN;
break;
case RG_GANONS_CASTLE_BOSS_KEY:
mapIndex = SCENE_GANON;
mapIndex = SCENE_GANONS_TOWER;
break;
case RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY:
case RG_GERUDO_TRAINING_GROUNDS_KEY_RING:
mapIndex = SCENE_MEN;
mapIndex = SCENE_GERUDO_TRAINING_GROUND;
numOfKeysOnKeyring = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX;
break;
case RG_GERUDO_FORTRESS_SMALL_KEY:
case RG_GERUDO_FORTRESS_KEY_RING:
mapIndex = SCENE_GERUDOWAY;
mapIndex = SCENE_THIEVES_HIDEOUT;
numOfKeysOnKeyring = GERUDO_FORTRESS_SMALL_KEY_MAX;
break;
case RG_GANONS_CASTLE_SMALL_KEY:
case RG_GANONS_CASTLE_KEY_RING:
mapIndex = SCENE_GANONTIKA;
mapIndex = SCENE_INSIDE_GANONS_CASTLE;
numOfKeysOnKeyring = GANONS_CASTLE_SMALL_KEY_MAX;
break;
}
@ -4751,7 +4751,7 @@ void Interface_DrawAmmoCount(PlayState* play, s16 button, s16 alpha) {
ammo = play->interfaceCtx.hbaAmmo;
} else if ((button == 0) && (play->shootingGalleryStatus > 1)) {
ammo = play->shootingGalleryStatus - 1;
} else if ((button == 0) && (play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
} else if ((button == 0) && (play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
ammo = play->bombchuBowlingStatus;
if (ammo < 0) {
ammo = 0;
@ -5087,20 +5087,20 @@ void Interface_Draw(PlayState* play) {
}
switch (play->sceneNum) {
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_GANON:
case SCENE_MEN:
case SCENE_GERUDOWAY:
case SCENE_GANONTIKA:
case SCENE_GANON_SONOGO:
case SCENE_GANONTIKA_SONOGO:
case SCENE_TAKARAYA:
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:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_TREASURE_BOX_SHOP:
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] >= 0) {
s16 X_Margins_SKC;
s16 Y_Margins_SKC;
@ -5257,7 +5257,7 @@ void Interface_Draw(PlayState* play) {
}
if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
if (!fullUi) {
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
@ -5723,7 +5723,7 @@ void Interface_Draw(PlayState* play) {
!(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
(play->transitionMode == 0) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
(play->shootingGalleryStatus <= 1) &&
!((play->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
!((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
svar6 = 0;
switch (gSaveContext.timer1State) {
case 1:
@ -5978,10 +5978,10 @@ void Interface_Draw(PlayState* play) {
if (gSaveContext.timer2Value <= 0) {
if (!Flags_GetSwitch(play, 0x37) ||
((play->sceneNum != SCENE_GANON_DEMO) &&
(play->sceneNum != SCENE_GANON_FINAL) &&
(play->sceneNum != SCENE_GANON_SONOGO) &&
(play->sceneNum != SCENE_GANONTIKA_SONOGO))) {
((play->sceneNum != SCENE_GANON_BOSS) &&
(play->sceneNum != SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) &&
(play->sceneNum != SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) &&
(play->sceneNum != SCENE_INSIDE_GANONS_CASTLE_COLLAPSE))) {
D_8015FFE6 = 40;
gSaveContext.timer2State = 5;
gSaveContext.cutsceneIndex = 0;
@ -6270,9 +6270,9 @@ void Interface_Update(PlayState* play) {
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
if ((gSaveContext.minigameState == 1) || (gSaveContext.sceneSetupIndex < 4) ||
((play->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneSetupIndex == 4))) {
((play->sceneNum == SCENE_LON_LON_RANCH) && (gSaveContext.sceneSetupIndex == 4))) {
if ((msgCtx->msgMode == MSGMODE_NONE) ||
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneNum == SCENE_BOWLING))) {
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY))) {
if (play->gameOverCtx.state == GAMEOVER_INACTIVE) {
func_80083108(play);
}
@ -6329,26 +6329,26 @@ void Interface_Update(PlayState* play) {
}
switch (play->sceneNum) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
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 (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = alpha1;
} else {
@ -6616,7 +6616,7 @@ void Interface_Update(PlayState* play) {
play->unk_11DE9 = 1;
}
if (play->sceneNum == SCENE_SPOT13) {
if (play->sceneNum == SCENE_HAUNTED_WASTELAND) {
play->fadeTransition = 14;
gSaveContext.nextTransitionType = 14;
}