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Change Colors To Decimal (#260)

* fix colliderinit typo

* convert as many colors i can find to decimal

* fix GPACK_RGBA5551, merge fhgFire

* fix remaining colors

* remove unwanted file

* alpha as 1
This commit is contained in:
fig02 2020-07-16 21:37:53 -04:00 committed by GitHub
parent bc14f6d93e
commit 24ab14f748
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GPG key ID: 4AEE18F83AFDEB23
71 changed files with 771 additions and 743 deletions

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@ -329,7 +329,7 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
gSPMatrix(gfxCtx->overlay.p++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetCombineLERP(gfxCtx->overlay.p++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(gfxCtx->overlay.p++, 0x00, 0x00, 0x00, 0xFF);
gDPSetEnvColor(gfxCtx->overlay.p++, 0, 0, 0, 255);
gDPSetCombineMode(gfxCtx->overlay.p++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
tempX = player->actor.posRot.pos.x;
@ -344,7 +344,7 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
gSPMatrix(gfxCtx->overlay.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 585),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(gfxCtx->overlay.p++, 0, 0, 0xC8, 0xFF, 0x00, 0xFF);
gDPSetPrimColor(gfxCtx->overlay.p++, 0, 0, 200, 255, 0, 255);
gSPDisplayList(gfxCtx->overlay.p++, D_0400C820);
tempX = sPlayerInitialPosX;
@ -358,7 +358,7 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
gSPMatrix(gfxCtx->overlay.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 603),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(gfxCtx->overlay.p++, 0, 0xFF, 0xC8, 0x00, 0x00, 0xFF);
gDPSetPrimColor(gfxCtx->overlay.p++, 0, 0xFF, 200, 0, 0, 255);
gSPDisplayList(gfxCtx->overlay.p++, D_0400C820);
}
@ -395,7 +395,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
0, TEXEL0, 0, PRIMITIVE, 0);
if (gSaveContext.dungeonItems[mapIndex] & gBitFlags[DUNGEON_MAP]) {
gDPSetPrimColor(gfxCtx->overlay.p++, 0, 0, 0x64, 0xFF, 0xFF, interfaceCtx->minimapAlpha);
gDPSetPrimColor(gfxCtx->overlay.p++, 0, 0, 100, 255, 255, interfaceCtx->minimapAlpha);
gDPLoadTextureBlock_4b(gfxCtx->overlay.p++, interfaceCtx->mapSegment, G_IM_FMT_I, 96, 85, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,