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"int" + "register" cleanup
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@@ -63,23 +63,24 @@ typedef struct MapRender
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PixelPos bgRegOffsets; // Either bg2 or bg3
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} MapRender;
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// Size: 0xC
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typedef struct BmaHeader
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{
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// Map width/height that the camera in game will travel in tiles. Also the width/height of the collision and unknown data layers! For most maps (Map Width Chunks) * (Tiling Width) = (Map Width Camera).
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u8 mapWidthTiles;
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u8 mapHeightTiles;
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/* 0x0 */ u8 mapWidthTiles;
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/* 0x1 */ u8 mapHeightTiles;
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// Width/Height of chunks in tiles. Always 3, the value is ignored for these.
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u8 tilingWidth;
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u8 tilingHeight;
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/* 0x2 */ u8 tilingWidth;
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/* 0x3 */ u8 tilingHeight;
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// Map width/height in chunks. Also the width/height of the chunk mappings.
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u8 mapWidthChunks;
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u8 mapHeightChunks;
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/* 0x4 */ u8 mapWidthChunks;
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/* 0x5 */ u8 mapHeightChunks;
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u16 numLayers; // Number of layers in this map. Must match BPC layer size. Allowed values are only 1 or 2.
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u16 hasDataLayer; // Seems to be a boolean flag (0 or 1). If >0, the Unknown Data Layer exists.
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u16 hasCollision; // Number of Collision layers. 0, 1 or 2.
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/* 0x6 */ u16 numLayers; // Number of layers in this map. Must match BPC layer size. Allowed values are only 1 or 2.
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/* 0x8 */ s16 hasDataLayer; // Seems to be a boolean flag (0 or 1). If >0, the Unknown Data Layer exists.
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/* 0xA */ u16 hasCollision; // Number of Collision layers. 0, 1 or 2.
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} BmaHeader;
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// size: 0x18?
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@@ -95,7 +96,7 @@ typedef struct SubStruct_52C
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s16 unkE; // 0x53A
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s16 unk10; // 0x53C
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s16 unk12; // 0x53E
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void (*unk14)(void *, const void *, BmaHeader *, s32); // TODO: fix void * to proper ptr types 0x540
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u8* (*unk14)(void *, const u8 *, BmaHeader *, s32); // TODO: fix void * to proper ptr types 0x540
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} SubStruct_52C;
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typedef struct LayerSpecs
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@@ -144,7 +145,7 @@ typedef struct GroundBg
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BmaHeader bmaHeader;
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LayerSpecs layerSpecs;
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BplHeader bplHeader;
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const void *unk468;
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const u8 *decompressedBMAData;
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const AnimationSpecification *animationSpecifications;
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u8 unk470;
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u8 unk471;
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@@ -9,7 +9,7 @@
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// Needed to match in Blue/Sky. I wonder what was the reason for making it a struct as opposed to a simple int...
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typedef struct StatIndex
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{
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int id;
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s32 id;
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} StatIndex;
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#endif // GUARD_STR_STAT_INDEX_X
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