mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-12 10:54:44 +00:00
Fix various small gfx issues (#1313)
* Fix various small gfx issues * Use 0xFFFF instead of -1 for max prim depth * More fixed point numbers * scale -> texCoordScale, better cycle 2 render mode in z_title * GFXP_CHAR_* defines renamed to SPACING * Fix some gDPLoadMultiBlock uses
This commit is contained in:
parent
afbc312024
commit
455321d2e8
111 changed files with 695 additions and 604 deletions
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@ -116,8 +116,9 @@ void Scene_DrawConfigYdan(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128, 32, 32,
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1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
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(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
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32, 32));
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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@ -134,7 +135,7 @@ void Scene_DrawConfigYdanBoss(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 0, 64, 32, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 256, 0, 64, 32, 1, 0,
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(gameplayFrames * 2) % 128, 64, 32));
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gDPPipeSync(POLY_XLU_DISP++);
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@ -163,10 +164,10 @@ void Scene_DrawConfigDdan(PlayState* play) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[((void)0, gSaveContext.nightFlag)]));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
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(gameplayFrames * 1) % 128, 64, 32));
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
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(gameplayFrames * 2) % 128, 32, 32));
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gDPPipeSync(POLY_OPA_DISP++);
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@ -257,16 +258,19 @@ void Scene_DrawConfigKakusiana(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128, 32, 32,
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1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
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(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
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32, 32));
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 1) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0,
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127 - (gameplayFrames * 1) % 128, 32, 32));
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gSPSegment(POLY_OPA_DISP++, 0x0B, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 32, 32));
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gSPSegment(POLY_XLU_DISP++, 0x0C,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 50) % 2048, 8, 512, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 50) % 2048, 8, 512, 1, 0,
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(gameplayFrames * 60) % 2048, 8, 512));
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gSPSegment(POLY_OPA_DISP++, 0x0D,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
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gSPSegment(
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POLY_OPA_DISP++, 0x0D,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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@ -289,11 +293,12 @@ void Scene_DrawConfigKenjyanoma(PlayState* play) {
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gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
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1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
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(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
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32, 32));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128, (gameplayFrames * 1) % 256, 32,
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64, 1, 0, 0, 32, 128));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames * 1) % 128,
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(gameplayFrames * 1) % 256, 32, 64, 1, 0, 0, 32, 128));
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
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@ -311,11 +316,13 @@ void Scene_DrawConfigGreatFairyFountain(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 256, 32, 64,
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1, gameplayFrames % 128, (gameplayFrames * 3) % 256, 32, 64));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
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(gameplayFrames * 3) % 256, 32, 64, 1, gameplayFrames % 128, (gameplayFrames * 3) % 256,
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32, 64));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
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1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
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(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
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32, 32));
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
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@ -350,8 +357,9 @@ void Scene_DrawConfigFairyFountain(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
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1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
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(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
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32, 32));
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gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
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gDPPipeSync(POLY_OPA_DISP++);
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@ -372,11 +380,11 @@ void Scene_DrawConfigHakadan(PlayState* play) {
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if (play->sceneNum == SCENE_HAKADAN_BS) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
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(gameplayFrames * 2) % 128, 0, 32, 32));
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} else {
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
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(gameplayFrames * 2) % 128, 0, 32, 32));
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}
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@ -430,54 +438,54 @@ void Scene_DrawConfigMizusin(PlayState* play) {
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if (spB0 == 1) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, spAC));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, spAC));
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} else if (spB0 < 1) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 255));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 255));
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 160));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 160));
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}
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if (spB0 == 2) {
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, spAC));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, spAC));
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} else if (spB0 < 2) {
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 255));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 255));
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 160));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 160));
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}
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if (spB0 != 0) {
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 160));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 160));
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gSPSegment(POLY_OPA_DISP++, 0x0B,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 180));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 3, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 180));
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32,
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32, 0, 0, 0, 160 + (s32)((spAC / 200.0f) * 95.0f)));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 1) % 128, 0, 32, 32,
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1, 0, 0, 32, 32, 0, 0, 0, 160 + (s32)((spAC / 200.0f) * 95.0f)));
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gSPSegment(POLY_OPA_DISP++, 0x0B,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
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0, 185 + (s32)((spAC / 200.0f) * 70.0f)));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 3, 0, 32, 32, 1, 0, 0,
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32, 32, 0, 0, 0, 185 + (s32)((spAC / 200.0f) * 70.0f)));
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}
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gSPSegment(POLY_XLU_DISP++, 0x0C,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1, 0,
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127 - (gameplayFrames * 1), 32, 32, 0, 0, 0, 128));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, gameplayFrames * 1, 32,
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32, 1, 0, 127 - (gameplayFrames * 1), 32, 32, 0, 0, 0, 128));
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gSPSegment(POLY_XLU_DISP++, 0x0D,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 4, 0, 32, 32, 1, gameplayFrames * 4, 0,
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32, 32, 0, 0, 0, 128));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 4, 0, 32, 32, 1,
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gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 128));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644);
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}
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@ -489,7 +497,7 @@ void Scene_DrawConfigMizusinBs(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, play->roomCtx.unk_74[0]);
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@ -521,8 +529,9 @@ void Scene_DrawConfigHairalNiwa(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
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1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
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(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
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32, 32));
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if (play->sceneNum == SCENE_HAIRAL_NIWA) {
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gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 10) % 256, 32, 64));
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@ -552,13 +561,14 @@ void Scene_DrawConfigGanonCastleExterior(PlayState* play) {
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if (play->sceneNum == SCENE_GANON_TOU) {
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gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 64, 64));
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1, 0,
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(gameplayFrames * 1) % 256, 64, 64));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1,
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0, (gameplayFrames * 1) % 256, 64, 64));
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}
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gSPSegment(POLY_OPA_DISP++, 0x0B,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 255 - (gameplayFrames * 1) % 128, (gameplayFrames * 1) % 128, 32,
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32, 1, (gameplayFrames * 1) % 128, (gameplayFrames * 1) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 255 - (gameplayFrames * 1) % 128,
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(gameplayFrames * 1) % 128, 32, 32, 1, (gameplayFrames * 1) % 128,
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(gameplayFrames * 1) % 128, 32, 32));
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
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@ -604,13 +614,13 @@ void Scene_DrawConfigGanonFinal(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 512, 64, 128, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 512, 64, 128, 1, 0,
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511 - (gameplayFrames * 1) % 512, 64, 128));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 32, 64, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 256, 32, 64, 1, 0,
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255 - (gameplayFrames * 1) % 256, 32, 64));
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gSPSegment(POLY_XLU_DISP++, 0x0A,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 20) % 2048, 16, 512, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 20) % 2048, 16, 512, 1, 0,
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(gameplayFrames * 30) % 2048, 16, 512));
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|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
|
@ -649,11 +659,13 @@ void Scene_DrawConfigIceDoukuto(PlayState* play) {
|
|||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[((void)0, gSaveContext.nightFlag)]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -672,14 +684,14 @@ void Scene_DrawConfigHakaanaOuke(PlayState* play) {
|
|||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 60) % 2048, 8, 512, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 60) % 2048, 8, 512, 1, 0,
|
||||
(gameplayFrames * 50) % 2048, 8, 512));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128, 0, 32, 32, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames * 1) % 128, 0, 32, 32, 1,
|
||||
(gameplayFrames * 1) % 128, 0, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0B,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 6) % 1024, 16, 256, 1, 0,
|
||||
1023 - (gameplayFrames * 3) % 1024, 16, 256));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 1023 - (gameplayFrames * 6) % 1024, 16, 256, 1,
|
||||
0, 1023 - (gameplayFrames * 3) % 1024, 16, 256));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -696,11 +708,13 @@ void Scene_DrawConfigHyliaLabo(PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6201);
|
||||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, 255 - (gameplayFrames * 10) % 256, 32, 64));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
|
@ -719,8 +733,9 @@ void Scene_DrawConfigCalmWater(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -746,11 +761,13 @@ void Scene_DrawConfigMen(PlayState* play) {
|
|||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[((void)0, gSaveContext.nightFlag)]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -765,15 +782,15 @@ Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y
|
|||
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
|
||||
Gfx* displayList = Graph_Alloc(gfxCtx, 10 * sizeof(Gfx));
|
||||
|
||||
x1 %= 2048;
|
||||
y1 %= 2048;
|
||||
x2 %= 2048;
|
||||
y2 %= 2048;
|
||||
x1 %= 512 << 2;
|
||||
y1 %= 512 << 2;
|
||||
x2 %= 512 << 2;
|
||||
y2 %= 512 << 2;
|
||||
|
||||
gDPTileSync(displayList);
|
||||
gDPSetTileSize(displayList + 1, tile1, x1, y1, (x1 + ((width1 - 1) << 2)), (y1 + ((height1 - 1) << 2)));
|
||||
gDPSetTileSize(displayList + 1, tile1, x1, y1, x1 + ((width1 - 1) << 2), y1 + ((height1 - 1) << 2));
|
||||
gDPTileSync(displayList + 2);
|
||||
gDPSetTileSize(displayList + 3, tile2, x2, y2, (x2 + ((width2 - 1) << 2)), (y2 + ((height2 - 1) << 2)));
|
||||
gDPSetTileSize(displayList + 3, tile2, x2, y2, x2 + ((width2 - 1) << 2), y2 + ((height2 - 1) << 2));
|
||||
gDPSetPrimColor(displayList + 4, 0, 0, r, g, b, a);
|
||||
gSPEndDisplayList(displayList + 5);
|
||||
|
||||
|
@ -810,7 +827,8 @@ void Scene_DrawConfigBowling(PlayState* play) {
|
|||
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 5) % 64, 16, 16));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A, Gfx_TexScroll(play->state.gfxCtx, 0, 63 - (gameplayFrames * 2) % 64, 16, 16));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0B,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 127 - (gameplayFrames * 3) % 128, 32, 32, 1, 0, 0, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 127 - (gameplayFrames * 3) % 128, 32, 32, 1, 0,
|
||||
0, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -881,8 +899,8 @@ void Scene_DrawConfigMahouya(PlayState* play) {
|
|||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 3) % 1024, 16, 256, 1, 0,
|
||||
1023 - (gameplayFrames * 6) % 1024, 16, 256));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 1023 - (gameplayFrames * 3) % 1024, 16, 256, 1,
|
||||
0, 1023 - (gameplayFrames * 6) % 1024, 16, 256));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -909,11 +927,13 @@ void Scene_DrawConfigBmori1(PlayState* play) {
|
|||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[((void)0, gSaveContext.nightFlag)]));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -948,11 +968,13 @@ void Scene_DrawConfigSpot00(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 10) % 128, 32, 32, 1, gameplayFrames % 128,
|
||||
(gameplayFrames * 10) % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1009,14 +1031,17 @@ void Scene_DrawConfigSpot03(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 6) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 6) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 6) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 6) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1044,11 +1069,13 @@ void Scene_DrawConfigSpot04(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 10) % 128, 32, 32, 1, gameplayFrames % 128,
|
||||
(gameplayFrames * 10) % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1076,8 +1103,8 @@ void Scene_DrawConfigSpot04(PlayState* play) {
|
|||
gSPEndDisplayList(displayListHead);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16, 1, 0,
|
||||
(s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16,
|
||||
1, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16));
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7044);
|
||||
}
|
||||
|
@ -1093,11 +1120,11 @@ void Scene_DrawConfigSpot06(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames, gameplayFrames, 32, 32, 1, 0, 0, 32, 32,
|
||||
0, 0, 0, play->roomCtx.unk_74[0] + 168));
|
||||
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, gameplayFrames, 32, 32, 1,
|
||||
0, 0, 32, 32, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, -gameplayFrames, -gameplayFrames, 32, 32, 1, 0, 0, 16,
|
||||
64, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
|
||||
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, -gameplayFrames, 32, 32,
|
||||
1, 0, 0, 16, 64, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 128);
|
||||
|
@ -1121,7 +1148,8 @@ void Scene_DrawConfigSpot07(PlayState* play) {
|
|||
if (LINK_IS_ADULT) {
|
||||
var = 0;
|
||||
}
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 64, 32, 1, 0, var, 64, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 64, 32, 1, 0, var, 64, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1138,13 +1166,14 @@ void Scene_DrawConfigSpot08(PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7161);
|
||||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32, 32));
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 2) % 256, 64, 64, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 2) % 256, 64, 64, 1, 0,
|
||||
255 - (gameplayFrames * 2) % 256, 64, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
|
||||
(gameplayFrames * 1) % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
|
@ -1163,21 +1192,22 @@ void Scene_DrawConfigSpot09(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 3) % 1024, 32, 256, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 3) % 1024, 32, 256, 1, 0,
|
||||
(gameplayFrames * 3) % 1024, 32, 256));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 64, 64, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 256, 64, 64, 1, 0,
|
||||
(gameplayFrames * 1) % 256, 64, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 2) % 128, 32, 32, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 2) % 128, 32, 32, 1, 0,
|
||||
(gameplayFrames * 2) % 128, 32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0B,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 3) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0,
|
||||
127 - (gameplayFrames * 3) % 128, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0C,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
|
||||
(gameplayFrames * 1) % 128, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0D,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 64, 16, 16, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 64, 16, 16, 1, 0,
|
||||
(gameplayFrames * 1) % 64, 16, 16));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
|
@ -1197,12 +1227,12 @@ void Scene_DrawConfigSpot10(PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7274);
|
||||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames % 128, 0, 32, 16, 1, gameplayFrames % 128, 0, 32, 16));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames % 128, 0, 32, 16, 1,
|
||||
gameplayFrames % 128, 0, 32, 16));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, gameplayFrames % 128, 32, 32, 1,
|
||||
gameplayFrames % 128, gameplayFrames % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128, gameplayFrames % 128,
|
||||
32, 32, 1, gameplayFrames % 128, gameplayFrames % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1227,8 +1257,9 @@ void Scene_DrawConfigSpot11(PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7323);
|
||||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - gameplayFrames % 128, 32, 32));
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0, 127 - gameplayFrames % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1258,12 +1289,12 @@ void Scene_DrawConfigSpot13(PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7385);
|
||||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128, 32, 32));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128, 32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames % 128, 32, 32, 1, 0,
|
||||
gameplayFrames % 128, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames % 128, 32, 32, 1, 0,
|
||||
gameplayFrames % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1281,11 +1312,13 @@ void Scene_DrawConfigSpot15(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 10) % 128, 32, 32, 1, gameplayFrames % 128,
|
||||
(gameplayFrames * 10) % 128, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1341,9 +1374,9 @@ void Scene_DrawConfigSpot17(PlayState* play) {
|
|||
sp6F = (sp6F >> 1) + 192;
|
||||
sp6E = (sp6E >> 1) + 192;
|
||||
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128, 32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames % 128, 32, 32, 1, 0,
|
||||
gameplayFrames % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, sp6F, sp6E, 255, 128);
|
||||
|
@ -1366,8 +1399,8 @@ void Scene_DrawConfigSpot18(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1, gameplayFrames % 128,
|
||||
0, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 127 - gameplayFrames % 128, 32, 32, 1,
|
||||
gameplayFrames % 128, 0, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
@ -1408,11 +1441,12 @@ void Scene_DrawConfigHidan(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 127 - gameplayFrames % 128, 32, 32, 1,
|
||||
127 - gameplayFrames % 128, 0, 32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 127 - (gameplayFrames * 6) % 128, 32,
|
||||
32, 1, (gameplayFrames * 6) % 128, 127 - (gameplayFrames * 3) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 3) % 128,
|
||||
127 - (gameplayFrames * 6) % 128, 32, 32, 1, (gameplayFrames * 6) % 128,
|
||||
127 - (gameplayFrames * 3) % 128, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 64);
|
||||
|
@ -1436,11 +1470,12 @@ void Scene_DrawConfigBdan(PlayState* play) {
|
|||
gameplayFrames = play->gameplayFrames;
|
||||
if (play->sceneNum == SCENE_BDAN) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames % 128, (gameplayFrames * 2) % 128, 32, 32, 1,
|
||||
127 - gameplayFrames % 128, (gameplayFrames * 2) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames % 128,
|
||||
(gameplayFrames * 2) % 128, 32, 32, 1, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 2) % 128, 32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0B,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 4) % 256, 32, 64, 1, 0,
|
||||
255 - (gameplayFrames * 4) % 256, 32, 64));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 4) % 256, 32, 64, 1,
|
||||
0, 255 - (gameplayFrames * 4) % 256, 32, 64));
|
||||
} else {
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
|
@ -1509,14 +1544,17 @@ void Scene_DrawConfigGanontika(PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 512, 32, 128,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 512, 32, 128));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 512, 32, 128, 1, gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 512, 32, 128));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
|
||||
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
|
||||
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
|
||||
32, 32));
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue