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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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@ -363,10 +363,10 @@ void Gameplay_Init(GlobalContext* globalCtx) {
ShrinkWindow_Init();
TransitionFade_Init(&globalCtx->transitionFade);
TransitionFade_SetType(&globalCtx->transitionFade, 3);
TransitionFade_SetColor(&globalCtx->transitionFade, RGBA8(0xA0, 0xA0, 0xA0, 0xFF));
TransitionFade_SetColor(&globalCtx->transitionFade, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&globalCtx->transitionFade);
VisMono_Init(&D_80161498);
D_801614B0.a = 0x00;
D_801614B0.a = 0;
Flags_UnsetAllEnv(globalCtx);
osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetSize(&globalCtx->state.tha));
@ -542,32 +542,27 @@ void Gameplay_Update(GlobalContext* globalCtx) {
(globalCtx->transitionCtx.transitionType == 7) ||
(globalCtx->transitionCtx.transitionType == 13) ||
(globalCtx->transitionCtx.transitionType == 17)) {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0xA0, 0xA0, 0xA0, 0xFF));
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(160, 160, 160, 255));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0xA0, 0xA0, 0xA0, 0xFF));
RGBA8(160, 160, 160, 255));
}
} else if (globalCtx->transitionCtx.transitionType == 18) {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0x8C, 0x8C, 0x64, 0xFF));
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(140, 140, 100, 255));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0x8C, 0x8C, 0x64, 0xFF));
RGBA8(140, 140, 100, 255));
}
} else if (globalCtx->transitionCtx.transitionType == 19) {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0x46, 0x64, 0x6E, 0xFF));
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(70, 100, 110, 255));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0x46, 0x64, 0x6E, 0xFF));
RGBA8(70, 100, 110, 255));
}
} else {
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data,
RGBA8(0x00, 0x00, 0x00, 0x00));
globalCtx->transitionCtx.setColor(&globalCtx->transitionCtx.data, RGBA8(0, 0, 0, 0));
if (globalCtx->transitionCtx.setEnvColor != NULL) {
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data,
RGBA8(0x00, 0x00, 0x00, 0x00));
globalCtx->transitionCtx.setEnvColor(&globalCtx->transitionCtx.data, RGBA8(0, 0, 0, 0));
}
}
@ -1149,7 +1144,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
TransitionFade_Draw(&globalCtx->transitionFade, &gfxP);
if (D_801614B0.a > 0x00) {
if (D_801614B0.a > 0) {
D_80161498.primColor.rgba = D_801614B0.rgba;
VisMono_Draw(&D_80161498, &gfxP);
}