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Digimon World 3 decomp
The European version, SLES_039.36
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The executable's .bss that no module can hold. More...
Go to the source code of this file.
Variables | |
| s32 | CRT0_SAVED_RA [2] |
| 2MBYTE.OBJ's .bss, where its startup code, crt0, keeps $ra across InitHeap; the second word is unused. | |
| struct FieldMenuChoice | FIELD_MENU_CHOICE |
| menu/field_menu.c's | |
| u8 | CD_MODE [8] |
| file/cd_reader.c's | |
| s32 | FLIP_PENDING [2] |
| gfx/display.c's | |
| s32 | CARD_DRAWER [2] |
| gfx/card_drawer.c's | |
| s32 | SPRITE_DRAWER [2] |
| gfx/sprite_drawer.c's | |
| s32 | TEXT_TOOLS [2] |
| text/text_tools.c's | |
| s32 | TIM_LOADER [2] |
| gfx/tim_loader.c's | |
| struct CdSectorHeader | CD_SECTOR_HEADER |
| file/cd_reader.c's | |
The executable's .bss that no module can hold.
The modules leave these variables uninitialized (static in -G8 units), so maspsx emits them as common symbols, and the original's linker laid the commons out 8 bytes apart in link order; GNU ld would lay them out its own way, so these definitions, in a unit whose commons maspsx turns into .bss (see the Makefile), fix the original's addresses. CD_SECTOR_HEADER, the .bss of file/cd_reader.c, stays with them: defining it there needs maspsx to turn that unit's commons into its own sections, CD_MODE with them, which would take CD_MODE out of the commons around it.
Definition in file game_bss.c.
| s32 CRT0_SAVED_RA[2] |
2MBYTE.OBJ's .bss, where its startup code, crt0, keeps $ra across InitHeap; the second word is unused.
Defined here, at the start of the .bss, so its bytes stay in a report unit.
Definition at line 20 of file game_bss.c.
| struct FieldMenuChoice FIELD_MENU_CHOICE |
Definition at line 21 of file game_bss.c.
Referenced by chooseFieldMenuOption(), openFieldMenu(), stepFieldMenuFade(), and STSTATUS_runScreens().
| u8 CD_MODE[8] |
Definition at line 22 of file game_bss.c.
| s32 FLIP_PENDING[2] |
Definition at line 23 of file game_bss.c.
| s32 CARD_DRAWER[2] |
Definition at line 24 of file game_bss.c.
| s32 SPRITE_DRAWER[2] |
Definition at line 25 of file game_bss.c.
| s32 TEXT_TOOLS[2] |
Definition at line 26 of file game_bss.c.
| s32 TIM_LOADER[2] |
Definition at line 27 of file game_bss.c.
| struct CdSectorHeader CD_SECTOR_HEADER |