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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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15 changed files with 74 additions and 67 deletions
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@ -295,7 +295,7 @@ void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 hei
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Room_DecodeJpeg(SEGMENTED_TO_VIRTUAL(tex));
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bg = (uObjBg*)(gfx + 1);
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gSPBranchList(gfx, (u32)bg + sizeof(uObjBg));
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gSPBranchList(gfx, (Gfx*)(bg + 1));
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bg->b.imageX = 0;
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bg->b.imageW = width * (1 << 2);
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@ -310,7 +310,7 @@ void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 hei
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bg->b.imagePal = 0;
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bg->b.imageFlip = 0;
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gfx = (Gfx*)((u32)bg + sizeof(uObjBg));
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gfx = (Gfx*)(bg + 1);
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if (fmt == G_IM_FMT_CI) {
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gDPLoadTLUT(gfx++, tlutCount, 256, tlut);
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@ -574,7 +574,7 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
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roomCtx->bufPtrs[0] = GameState_Alloc(&play->state, maxRoomSize, "../z_room.c", 946);
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// "Room buffer initial pointer=%08x"
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osSyncPrintf("部屋バッファ開始ポインタ=%08x\n", roomCtx->bufPtrs[0]);
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roomCtx->bufPtrs[1] = (void*)((s32)roomCtx->bufPtrs[0] + maxRoomSize);
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roomCtx->bufPtrs[1] = (void*)((uintptr_t)roomCtx->bufPtrs[0] + maxRoomSize);
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// "Room buffer end pointer=%08x"
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osSyncPrintf("部屋バッファ終了ポインタ=%08x\n", roomCtx->bufPtrs[1]);
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osSyncPrintf(VT_RST);
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@ -600,7 +600,8 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
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ASSERT(roomNum < play->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
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size = play->roomList[roomNum].vromEnd - play->roomList[roomNum].vromStart;
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roomCtx->unk_34 = (void*)ALIGN16((u32)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
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roomCtx->unk_34 =
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(void*)ALIGN16((uintptr_t)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
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osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1);
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DmaMgr_RequestAsync(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
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