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Use intptr in most remaining code files (#1438)
* Use intptr in most remaining code files * Fix missing uintptr_t in actor * Use u8* casts for texture pointer arithmetic * Use bg + 1 instead of casting in Room_DrawBackground2D
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parent
d307a37233
commit
232fdb75d8
15 changed files with 74 additions and 67 deletions
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@ -731,7 +731,7 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
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(u8)titleCtx->alpha);
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gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + textureLanguageOffset, G_IM_FMT_IA, G_IM_SIZ_8b,
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gDPLoadTextureBlock(OVERLAY_DISP++, (u8*)titleCtx->texture + textureLanguageOffset, G_IM_FMT_IA, G_IM_SIZ_8b,
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width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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@ -742,7 +742,7 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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// If texture is bigger than 0x1000, display the rest
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if (height > 0) {
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gDPLoadTextureBlock(OVERLAY_DISP++, (s32)titleCtx->texture + textureLanguageOffset + 0x1000, G_IM_FMT_IA,
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gDPLoadTextureBlock(OVERLAY_DISP++, (u8*)titleCtx->texture + textureLanguageOffset + 0x1000, G_IM_FMT_IA,
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G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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@ -2749,7 +2749,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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ASSERT(actorId < ACTOR_ID_MAX, "profile < ACTOR_DLF_MAX", "../z_actor.c", 6883);
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name = overlayEntry->name != NULL ? overlayEntry->name : "";
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overlaySize = (u32)overlayEntry->vramEnd - (u32)overlayEntry->vramStart;
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overlaySize = (uintptr_t)overlayEntry->vramEnd - (uintptr_t)overlayEntry->vramStart;
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if (HREG(20) != 0) {
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// "Actor class addition [%d:%s]"
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@ -2807,17 +2807,19 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
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osSyncPrintf(VT_FGCOL(GREEN));
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osSyncPrintf("OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s\n", overlayEntry->vramStart,
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overlayEntry->vramEnd, overlayEntry->loadedRamAddr,
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(u32)overlayEntry->loadedRamAddr + (u32)overlayEntry->vramEnd - (u32)overlayEntry->vramStart,
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(u32)overlayEntry->vramStart - (u32)overlayEntry->loadedRamAddr, name);
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(uintptr_t)overlayEntry->loadedRamAddr + (uintptr_t)overlayEntry->vramEnd -
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(uintptr_t)overlayEntry->vramStart,
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(uintptr_t)overlayEntry->vramStart - (uintptr_t)overlayEntry->loadedRamAddr, name);
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osSyncPrintf(VT_RST);
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overlayEntry->numLoaded = 0;
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}
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actorInit = (void*)(u32)((overlayEntry->initInfo != NULL)
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? (void*)((u32)overlayEntry->initInfo -
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(s32)((u32)overlayEntry->vramStart - (u32)overlayEntry->loadedRamAddr))
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: NULL);
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actorInit = (void*)(uintptr_t)(
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(overlayEntry->initInfo != NULL)
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? (void*)((uintptr_t)overlayEntry->initInfo -
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(intptr_t)((uintptr_t)overlayEntry->vramStart - (uintptr_t)overlayEntry->loadedRamAddr))
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: NULL);
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}
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objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
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