32-to-64-bit pointer-width fixes D451-D462; scaffolding removal batch 1

Tick-based auto-fire gate (D451), knife keyframe pointers (D454), font/text
slots (D456), memp arena start (D453), exe-address truncation census (D455),
global bank/RDRAM and background slots (D457 a/b), item-slot allocation
stride (D461), vtxstore table stride (D462). Mechanical, semantics-preserving
ABI/layout edits only. Diagnostic probes removed (batch 1).

Refs: D451 D453 D454 D455 D456 D457 D461 D462 D408 D294
This commit is contained in:
James Dansereau committed 2026-10-06 18:35:39 -04:00
1 parent ad3856892a
commit 41d690f7ca
32 files changed
+514 -179

No files matched your search

+5 -19
View File
@@ -3906,7 +3906,12 @@ s32 sub_GAME_7F0448A8(struct PropRecord *argProp)
if ((prop->type == PROP_TYPE_VIEWER) || (prop->type == PROP_TYPE_CHR))
{
temp_v0_2 = prop->obj;
#ifdef PORT
/* D456: prop->obj and prop->chr share a union slot; for VIEWER/CHR props it is a ChrRecord. N64 read ObjectRecord.model @0x14 == ChrRecord.chrflags @0x14; read the named field. */
if ((prop->chr == NULL) || !(prop->chr->chrflags & CHRFLAG_HIDDEN))
#else
if ((temp_v0_2 == NULL) || !((s32) temp_v0_2->model & 0x400))
#endif
{
chrpropGetCollisionBounds(prop, &radius, &height, &arbitratyNumber);
@@ -14483,25 +14488,6 @@ Gfx *countdownTimerRender(Gfx *DL)
void handle_alarm_gas_timer_calldamage(void)
{
#ifdef PORT
/* D207 diag probe (temporary): force + trace the alarm klaxon to
* root-cause "alarm SFX starves all other audio and never recovers".
* GE_FORCEALARM pins alarm_timer so alarmIsActive() stays true. Remove
* once root-caused. */
if (GE_ENVFLAG("GE_FORCEALARM")) {
static int fa_frames;
++fa_frames;
if (fa_frames == 120 || fa_frames == 900) alarmActivate();
if (fa_frames > 120 && fa_frames < 600) alarm_timer = 1; /* sustain on ~2..10s */
if (fa_frames == 600) alarmDeactivate(); /* explicit off at 10s */
if (fa_frames > 900) alarm_timer = 1; /* sustain on again */
geTracePrintf("audiotrace.log",
"[D207] f=%d active=%d ptr_alarm_sfx=%p playstate=%d locked=%d\n",
fa_frames, (int)alarmIsActive(), (void *)ptr_alarm_sfx,
ptr_alarm_sfx ? (int)sndGetPlayingState(ptr_alarm_sfx) : -1,
(int)lvlGetControlsLockedFlag());
}
#endif
if (alarmIsActive() != 0)
{
if ((ptr_alarm_sfx == 0) && (lvlGetControlsLockedFlag() == 0))