This documents the `ov5_021EF75C.c` file, which is in charge of loading
various "area data" NARCs that, in the end, contain the textures of
maps, the textures and models of map props, and lighting information.
Also, renamed `MapProp.id` to `MapProp.modelID` for more clarity
(especially when interacting with the new area data functions).
Signed-off-by: Kuruyia <github@kuruyia.net>
This documents the `ov5_021D56BC.c` file, which is in charge of reading
the `build_model_matshp.dat` file from the ROM.
This file contains the material and shape IDs necessary to render the
map props that use the 1Mat1Shp rendering path from NitroSystem.
Signed-off-by: Kuruyia <github@kuruyia.net>
- `resultVar` -> `destVarID`
- Clean up member names for `HiddenLocation` and `DistributionEvent`
- `Set/Clear` -> `Enable/Disable` for HiddenLocation script macros
- `ScrCmd_SetOrClearHiddenLocation` -> `ScrCmd_SetHiddenLocation`
- `SYSTEM_VARS_BLOCK_SIZE` -> `NUM_SYSTEM_VARS`
- Identify `scripts_unk_0412` -> `scripts_init_new_game`
- Add `SCRIPT_ID_OFFSET_INIT_NEW_GAME` constant definition
- Add `SCRIPT_ID` functional macro
- Use `SCRIPT_ID(INIT_NEW_GAME, 0)` in `FieldSystem_InitNewGameState`
- Promote `LCRNG_MULTIPLIER` in `math.c` from private to public
- Use private `LCRNG_INCREMENT` in `system_vars.c` for lottery sync
This mainly documents the `ov5_021E15F4.c` file, which is in charge of
reading map props from the land data NARC, managing them, and rendering
them.
A "map prop" is defined here as a 3D model that is separate from the map
3D model, and that can be positioned, rotated, and scaled independently.
For instance, they are usually used to place buildings on the various
maps.
Signed-off-by: Kuruyia <github@kuruyia.net>