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| 0xFF, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, | ||
| }; | ||
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| s32 Overlay_Load(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRamStart, void* vRamEnd, void* allocatedVRamAddr) { |
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this function moved to https://github.com/zeldaret/oot/blob/b50e208d60c3c86e634909af6e3b204a9e9a5272/src/libu64/load_gc.c on its own, not sure where all this stuffi s upstream now, with #if 0 here it'd be silly to keep code that isn't even in sync with upstream. matter of another PR tho
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I reverted the commit for now. I will check if I can address this in another pull request.
| } | ||
| if (this->actor.shape.rot.y == 0) { | ||
| this->actor.shape.rot.y = this->actor.world.rot.y = Rand_ZeroFloat(0x10000); | ||
| this->actor.shape.rot.y = this->actor.world.rot.y = (s16)(u16)(s32)Rand_ZeroFloat(0x10000); |
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we like to stay in agreement with upstream https://github.com/zeldaret/oot
unless these fixes are addressing real problems (OOB reads) either get these accepted upstream or exclude soh/src from ubsan
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thanks for this, I'm not sure how much we can tune ubsan to ignore certain sections of code, but at least for our code in soh/soh/Enhancements this is very good |
Fixes various UBSan issues encountered when running the title screen. Also tested with an 4k texture pack.
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