fix some notes
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@@ -4009,7 +4009,7 @@ struct G_Unknown_6x09 {
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} __packed_ws__(G_Unknown_6x09, 4);
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// 6x0A: Update enemy state
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// In Ultimate mode, the low 7 bits of game_flags are ignored, and 6x9C is used
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// In Ultimate mode, the low 6 bits of game_flags are ignored, and 6x9C is used
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// to update those instead.
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template <bool BE>
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@@ -5490,7 +5490,7 @@ struct G_LevelUpAllTechniques_6x9B {
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} __packed_ws__(G_LevelUpAllTechniques_6x9B, 8);
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// 6x9C: Set enemy low game flags (not valid on Episode 3)
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// This command only has an effect in Ultimate mode. It sets the low 7 bits of
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// This command only has an effect in Ultimate mode. It sets the low 6 bits of
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// game_flags (those that match 0x0000003F).
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struct G_SetEnemyLowGameFlagsUltimate_6x9C {
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+4
-3
@@ -1030,9 +1030,10 @@ Action a_decrypt_dcv2_executable(
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table (KATSUO.SEA), and VALUES should be the path to the value fixup table\n\
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(IWASHI.SEA). The output is written to EXEC.dec.\n\
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If --simple is given, uses the simpler encryption method used in some\n\
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community modifications of the game. In this case, --seed is not required;\n\
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if not given, finds the seed automatically, and prints it to stderr so you\n\
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will be able to use it when re-encrypting.\n",
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community modifications of the game (Enhancement Pack, for example). In\n\
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this case, --seed is not required; if not given, finds the seed\n\
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automatically, and prints it to stderr so you will be able to use it when\n\
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re-encrypting.\n",
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+[](phosg::Arguments& args) {
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string executable_filename = args.get<string>("executable", true);
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string executable_data = phosg::load_file(executable_filename);
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+4
-5
@@ -2606,7 +2606,6 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// meanings)
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// - TObjEneMorfos (oaram1, param2; these params also have non-debug
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// meanings)
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// TODO: Add more enemies to this list as they are found
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// NPCs. Params:
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// param1 = action parameter (depends on param6; see below)
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@@ -2754,7 +2753,7 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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{0x0033, F_EP3, 0x0000000000008001, "TObjNpcEnemy"},
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// Hildebear. Params:
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// param1 = initial location (clamped to [0, 1]; 0 = ground, 1 = sky)
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// param1 = initial location (zero or negative = ground, positive = jump)
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// param2 = chance to use tech (value is param3 + 0.6, clamped to [0,
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// 1]; TODO: it's not clear when exactly the decision points are)
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// param3 = chance to jump when more than 150 units away (value is
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@@ -2763,8 +2762,8 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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{0x0040, F_V0_V4, 0x00000000001B0004, "TObjEneMoja"},
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// Rappy. Params:
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// param1 = TODO (clamped to [0, 1]; overwritten with 1 if wave_number
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// is > 0; could be spawn location like for Hildebear?)
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// param1 = initial location (zero or negative = ground, positive = sky;
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// ignored if wave_number is > 0 in which case it's always sky)
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// param6 = rare flag (on v1-v3, rappy is rare if param6 != 0; on v4,
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// rappy is rare if (param6 & 1) != 0)
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// param7 = TODO
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@@ -2815,7 +2814,7 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// Grass Assassin. Params:
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// param1 = TODO
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// param2 = TODO (some state is set based on whather this is <= 0 or
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// param2 = TODO (some state is set based on whether this is <= 0 or
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// not, but the value is also used directly in some places)
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// param3 = TODO (see TObjGrass_update_case8)
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// param4 = TODO (see TObjGrass_update_case8)
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