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			30 lines
		
	
	
		
			No EOL
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
		
			No EOL
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #include "patches.h"
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| 
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| void room_load_hook(PlayState* play, Room* room) {
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|     if (play->sceneId == SCENE_00KEIKOKU && room->num == 0) {
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|         // Patch the branch commands that cause Clock Town geometry to disappear when forcing gbi branches.
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|         extern Gfx Z2_00KEIKOKU_room_00DL_00D490[];
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|         extern Gfx Z2_00KEIKOKU_room_00DL_00CD70[];
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|         extern Gfx Z2_00KEIKOKU_room_00DL_00D9C8[];
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|         Gfx* command = (Gfx*)SEGMENTED_TO_K0(Z2_00KEIKOKU_room_00DL_00D490 + 1);
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| 
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|         if ((command[0].words.w0 >> 24) == G_RDPHALF_1 && (command[1].words.w0 >> 24) == G_BRANCH_Z) {
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|             gSPNoOp(command + 0);
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|             gSPNoOp(command + 1);
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|         }
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|         
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|         command = (Gfx*)SEGMENTED_TO_K0(Z2_00KEIKOKU_room_00DL_00CD70 + 1);
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| 
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|         if ((command[0].words.w0 >> 24) == G_RDPHALF_1 && (command[1].words.w0 >> 24) == G_BRANCH_Z) {
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|             gSPNoOp(command + 0);
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|             gSPNoOp(command + 1);
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|         }
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|         
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|         command = (Gfx*)SEGMENTED_TO_K0(Z2_00KEIKOKU_room_00DL_00D9C8 + 1);
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| 
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|         if ((command[0].words.w0 >> 24) == G_RDPHALF_1 && (command[1].words.w0 >> 24) == G_BRANCH_Z) {
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|             gSPNoOp(command + 0);
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|             gSPNoOp(command + 1);
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|         }
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|     }
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| } | 
