This comes with a few fake symbols fixed on a few functions, types being corrected when needed and LEN being used where I could spot a pattern.
Data in bossfight is used in a mix between bossfight.c, slogra.c and gaibon.c, which I believe they were originally one file.
0x3CB8 is not extracted as an asset. It is an unused blob of data. Using Tile Molester doesn't suggest it is a clear 4bpp image and the decompression tool doesn't work on it. I left it as it is until we know more.
I had to make a few file splits to get a match. I am yet to understand the pattern on how files were originally organised. In some instances it suggests files were split with a C file for every entity. But in other instances it does not seem to be the case. I hope NZ0 will come with a different function order so we will get more hints.
I will probably make a short tool to import the GFX part into a header.c for the remaining overlays as it is quite tome consuming to do it manually.
This comes with a few fake symbols fixed on a few functions, types being corrected when needed and
LEN
being used where I could spot a pattern.Data in
bossfight
is used in a mix betweenbossfight.c
,slogra.c
andgaibon.c
, which I believe they were originally one file.0x3CB8
is not extracted as an asset. It is an unused blob of data. Using Tile Molester doesn't suggest it is a clear 4bpp image and the decompression tool doesn't work on it. I left it as it is until we know more.I had to make a few file splits to get a match. I am yet to understand the pattern on how files were originally organised. In some instances it suggests files were split with a C file for every entity. But in other instances it does not seem to be the case. I hope NZ0 will come with a different function order so we will get more hints.
I will probably make a short tool to import the GFX part into a
header.c
for the remaining overlays as it is quite tome consuming to do it manually.