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Use Macro for __FILE__ & __LINE__ when possible (#559)
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
This commit is contained in:
parent
a9c3c7541e
commit
a5df9dddf0
467 changed files with 3081 additions and 3459 deletions
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@ -34,20 +34,20 @@ void func_801109B0(GlobalContext* globalCtx) {
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// "Permanent PARAMETER Segment = %x"
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osSyncPrintf("常駐PARAMETERセグメント=%x\n", parameterSize);
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interfaceCtx->parameterSegment = GameState_Alloc(&globalCtx->state, parameterSize, "../z_construct.c", 159);
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interfaceCtx->parameterSegment = GAMESTATE_ALLOC_MC(&globalCtx->state, parameterSize);
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osSyncPrintf("parameter->parameterSegment=%x\n", interfaceCtx->parameterSegment);
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ASSERT(interfaceCtx->parameterSegment != NULL, "parameter->parameterSegment != NULL", "../z_construct.c", 161);
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ASSERT(interfaceCtx->parameterSegment != NULL);
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DmaMgr_SendRequest1(interfaceCtx->parameterSegment, (uintptr_t)_parameter_staticSegmentRomStart, parameterSize,
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"../z_construct.c", 162);
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__FILE__, 162);
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interfaceCtx->doActionSegment = GameState_Alloc(&globalCtx->state, 0x480, "../z_construct.c", 166);
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interfaceCtx->doActionSegment = GAMESTATE_ALLOC_MC(&globalCtx->state, 0x480);
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osSyncPrintf("DOアクション テクスチャ初期=%x\n", 0x480); // "DO Action Texture Initialization"
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osSyncPrintf("parameter->do_actionSegment=%x\n", interfaceCtx->doActionSegment);
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ASSERT(interfaceCtx->doActionSegment != NULL, "parameter->do_actionSegment != NULL", "../z_construct.c", 169);
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ASSERT(interfaceCtx->doActionSegment != NULL);
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if (gSaveContext.language == LANGUAGE_ENG) {
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doActionOffset = 0;
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@ -60,7 +60,7 @@ void func_801109B0(GlobalContext* globalCtx) {
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memcpy(interfaceCtx->doActionSegment, ResourceMgr_LoadTexByName(gAttackDoActionENGTex), 0x180);
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memcpy(interfaceCtx->doActionSegment + 0x180, ResourceMgr_LoadTexByName(gCheckDoActionENGTex), 0x180);
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//DmaMgr_SendRequest1(interfaceCtx->doActionSegment, (uintptr_t)_do_action_staticSegmentRomStart + doActionOffset, 0x300,
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//"../z_construct.c", 174);
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//__FILE__, __LINE__);
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if (gSaveContext.language == LANGUAGE_ENG) {
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doActionOffset = 0x480;
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@ -72,16 +72,16 @@ void func_801109B0(GlobalContext* globalCtx) {
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memcpy(interfaceCtx->doActionSegment + 0x300, ResourceMgr_LoadTexByName(gReturnDoActionENGTex), 0x180);
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//DmaMgr_SendRequest1(interfaceCtx->doActionSegment + 0x300, (uintptr_t)_do_action_staticSegmentRomStart + doActionOffset,
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//0x180, "../z_construct.c", 178);
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//0x180);
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interfaceCtx->iconItemSegment = GameState_Alloc(
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&globalCtx->state, 0x1000 * ARRAY_COUNT(gSaveContext.equips.buttonItems), "../z_construct.c", 190);
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interfaceCtx->iconItemSegment = GAMESTATE_ALLOC_MC(
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&globalCtx->state, 0x1000 * ARRAY_COUNT(gSaveContext.equips.buttonItems));
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// "Icon Item Texture Initialization = %x"
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osSyncPrintf("アイコンアイテム テクスチャ初期=%x\n", 0x4000);
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osSyncPrintf("parameter->icon_itemSegment=%x\n", interfaceCtx->iconItemSegment);
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ASSERT(interfaceCtx->iconItemSegment != NULL, "parameter->icon_itemSegment != NULL", "../z_construct.c", 193);
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ASSERT(interfaceCtx->iconItemSegment != NULL);
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osSyncPrintf("Register_Item[%x, %x, %x, %x]\n", gSaveContext.equips.buttonItems[0],
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gSaveContext.equips.buttonItems[1], gSaveContext.equips.buttonItems[2],
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@ -92,12 +92,12 @@ void func_801109B0(GlobalContext* globalCtx) {
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DmaMgr_SendRequest1(interfaceCtx->iconItemSegment + 0x1000 * buttonIndex,
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_icon_item_staticSegmentRomStart +
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gSaveContext.equips.buttonItems[buttonIndex] * 0x1000,
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0x1000, "../z_construct.c", 198);
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0x1000, __FILE__, __LINE__);
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} else if (buttonIndex == 0 && gSaveContext.equips.buttonItems[buttonIndex] != 0xFF) {
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DmaMgr_SendRequest1(interfaceCtx->iconItemSegment + 0x1000 * buttonIndex,
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_icon_item_staticSegmentRomStart +
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gSaveContext.equips.buttonItems[buttonIndex] * 0x1000,
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0x1000, "../z_construct.c", 203);
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0x1000, __FILE__, __LINE__);
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}
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}
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@ -171,12 +171,12 @@ void Message_Init(GlobalContext* globalCtx) {
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View_Init(&msgCtx->view, globalCtx->state.gfxCtx);
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msgCtx->textboxSegment = GameState_Alloc(&globalCtx->state, 0x2200, "../z_construct.c", 349);
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msgCtx->textboxSegment = GAMESTATE_ALLOC_MC(&globalCtx->state, 0x2200);
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osSyncPrintf("message->fukidashiSegment=%x\n", msgCtx->textboxSegment);
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osSyncPrintf("吹き出しgame_alloc=%x\n", 0x2200); // "Textbox game_alloc=%x"
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ASSERT(msgCtx->textboxSegment != NULL, "message->fukidashiSegment != NULL", "../z_construct.c", 352);
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ASSERT(msgCtx->textboxSegment != NULL);
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Font_LoadOrderedFont(&globalCtx->msgCtx.font);
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