mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-03 06:24:30 +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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@ -240,8 +240,8 @@ void ArrowFire_Draw(Actor* thisx, PlayState* play2) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
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gSPDisplayList(POLY_XLU_DISP++,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 255 - (stateFrames * 2) % 256, 0, 64, 32, 1,
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255 - stateFrames % 256, 511 - (stateFrames * 10) % 512, 64, 64));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 255 - (stateFrames * 2) % 256, 0, 64, 32,
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1, 255 - stateFrames % 256, 511 - (stateFrames * 10) % 512, 64, 64));
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gSPDisplayList(POLY_XLU_DISP++, sModelDL);
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CLOSE_DISPS(play->state.gfxCtx, "../z_arrow_fire.c", 682);
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@ -239,8 +239,8 @@ void ArrowIce_Draw(Actor* thisx, PlayState* play) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
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gSPDisplayList(POLY_XLU_DISP++,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 511 - (stateFrames * 5) % 512, 0, 128, 32, 1,
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511 - (stateFrames * 10) % 512, 511 - (stateFrames * 10) % 512, 4, 16));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 511 - (stateFrames * 5) % 512, 0, 128, 32,
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1, 511 - (stateFrames * 10) % 512, 511 - (stateFrames * 10) % 512, 4, 16));
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gSPDisplayList(POLY_XLU_DISP++, sModelDL);
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CLOSE_DISPS(play->state.gfxCtx, "../z_arrow_ice.c", 676);
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@ -237,7 +237,7 @@ void ArrowLight_Draw(Actor* thisx, PlayState* play) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
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gSPDisplayList(POLY_XLU_DISP++,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 511 - (stateFrames * 5) % 512, 0, 4, 32, 1,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 511 - (stateFrames * 5) % 512, 0, 4, 32, 1,
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511 - (stateFrames * 10) % 512, 511 - (stateFrames * 30) % 512, 8, 16));
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gSPDisplayList(POLY_XLU_DISP++, sModelDL);
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@ -332,7 +332,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
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if ((platform->dyna.actor.projectedPos.z > -30.0f) && (platform->flashState != FLASH_NONE)) {
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, platform->flashTimer * 4, 0, 32, 64, 1,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, platform->flashTimer * 4, 0, 32, 64, 1,
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platform->flashTimer * 4, 0, 32, 64));
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, platform->flashPrimColorR, platform->flashPrimColorG,
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@ -106,7 +106,7 @@ void BgGjyoBridge_Draw(Actor* thisx, PlayState* play) {
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Gfx_TexScroll(play->state.gfxCtx, play->gameplayFrames & 127, play->gameplayFrames * -3 & 127, 32, 32));
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gSPSegment(POLY_XLU_DISP++, 9,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -play->gameplayFrames & 127, 32, 32, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, -play->gameplayFrames & 127, 32, 32, 1, 0,
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play->gameplayFrames & 127, 32, 32));
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_gjyo_bridge.c", 281),
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@ -319,8 +319,8 @@ void BgHakaGate_DrawFlame(BgHakaGate* this, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->vScrollTimer * -20) & 0x1FF,
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0x20, 0x80));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
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(this->vScrollTimer * -20) & 0x1FF, 0x20, 0x80));
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
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@ -232,7 +232,7 @@ void BgHakaTubo_DrawFlameCircle(BgHakaTubo* this, PlayState* play) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 170, 255, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, 255);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->fireScroll & 127, 0, 32, 64, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->fireScroll & 127, 0, 32, 64, 1, 0,
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(this->fireScroll * -15) & 0xFF, 32, 64));
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_tubo.c", 497),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -122,8 +122,8 @@ void BgHakaWater_Draw(Actor* thisx, PlayState* play) {
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (u8)(0.765f * temp));
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, play->gameplayFrames % 128, 32, 32,
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1, 0, (0 - play->gameplayFrames) % 128, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 128,
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play->gameplayFrames % 128, 32, 32, 1, 0, (0 - play->gameplayFrames) % 128, 32, 32));
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_water.c", 312),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -249,7 +249,7 @@ void BgHidanCurtain_Draw(Actor* thisx, PlayState* play) {
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->texScroll & 0x7F, 0, 0x20, 0x40, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->texScroll & 0x7F, 0, 0x20, 0x40, 1, 0,
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(this->texScroll * -0xF) & 0xFF, 0x20, 0x40));
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_curtain.c", 698),
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@ -265,7 +265,7 @@ void BgHidanFwbig_Draw(Actor* thisx, PlayState* play) {
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 0x80, 0, 0x20, 0x40, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 0x80, 0, 0x20, 0x40, 1, 0,
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(u8)(play->gameplayFrames * -15), 0x20, 0x40));
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_fwbig.c", 660),
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@ -410,7 +410,7 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
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case 1:
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case 4:
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames & 0x7F,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames & 0x7F,
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-play->gameplayFrames & 0x7F, 0x20, 0x20, 1, -play->gameplayFrames & 0x7F,
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play->gameplayFrames & 0x7F, 0x20, 0x20));
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gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0006F0);
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@ -418,10 +418,10 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
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case 2:
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames & 0xFF, 0x40, 0x40, 1, 0,
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-play->gameplayFrames & 0xFF, 0x40, 0x40));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames & 0xFF, 0x40, 0x40,
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1, 0, -play->gameplayFrames & 0xFF, 0x40, 0x40));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames & 0xFF,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames & 0xFF,
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play->gameplayFrames & 0xFF, 0x40, 0x40, 1, play->gameplayFrames & 0xFF,
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play->gameplayFrames & 0xFF, 0x40, 0x40));
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gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0012A0);
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@ -508,17 +508,17 @@ void BgMizuBwall_Draw(Actor* thisx, PlayState* play2) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
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this->scrollAlpha1));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
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0x20, 0, 0, 0, this->scrollAlpha1));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
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this->scrollAlpha2));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
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0x20, 0, 0, 0, this->scrollAlpha2));
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
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this->scrollAlpha3));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
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0x20, 0, 0, 0, this->scrollAlpha3));
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gSPSegment(POLY_OPA_DISP++, 0x0B,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
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this->scrollAlpha4));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
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0x20, 0, 0, 0, this->scrollAlpha4));
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_bwall.c", 1129), 2);
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if (this->dList != NULL) {
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@ -368,20 +368,20 @@ void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
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this->scrollAlpha1));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0,
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0, 0, this->scrollAlpha1));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
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this->scrollAlpha2));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0,
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0, 0, this->scrollAlpha2));
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gSPSegment(POLY_OPA_DISP++, 0x0A,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
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this->scrollAlpha3));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0,
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0, 0, this->scrollAlpha3));
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gSPSegment(POLY_OPA_DISP++, 0x0B,
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
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this->scrollAlpha4));
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Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0,
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0, 0, this->scrollAlpha4));
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 788),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -333,8 +333,8 @@ void BgMizuWater_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x0C,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1, 0,
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-gameplayFrames * 1, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1,
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0, -gameplayFrames * 1, 32, 32));
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_water.c", 749),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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@ -174,8 +174,9 @@ void BgMoriIdomizu_Draw(Actor* thisx, PlayState* play) {
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, 128);
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0x7F - (gameplayFrames & 0x7F), gameplayFrames % 0x80, 0x20,
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0x20, 1, gameplayFrames & 0x7F, gameplayFrames % 0x80, 0x20, 0x20));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0x7F - (gameplayFrames & 0x7F),
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gameplayFrames % 0x80, 0x20, 0x20, 1, gameplayFrames & 0x7F, gameplayFrames % 0x80,
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0x20, 0x20));
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gSPDisplayList(POLY_XLU_DISP++, gMoriIdomizuWaterDL);
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@ -168,8 +168,8 @@ void BgPoSyokudai_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->flameTextureScroll * -20) & 0x1FF,
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32, 128));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
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(this->flameTextureScroll * -20) & 0x1FF, 32, 128));
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, primColor->r, primColor->g, primColor->b, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, envColor->r, envColor->g, envColor->b, 255);
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@ -273,7 +273,7 @@ void BgSpot00Hanebasi_DrawTorches(Actor* thisx, PlayState* play2) {
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for (i = 0; i < 2; i++) {
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
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((play->gameplayFrames + i) * -20) & 0x1FF, 32, 128));
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Matrix_Translate((i == 0) ? 260.0f : -260.0f, 128.0f, 690.0f, MTXMODE_NEW);
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@ -78,8 +78,8 @@ void BgSpot01Idomizu_Draw(Actor* thisx, PlayState* play) {
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frames = play->state.frames;
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - frames % 128, frames & 0x7F, 32, 32, 1, frames % 128,
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frames & 0x7F, 32, 32));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - frames % 128, frames & 0x7F, 32, 32, 1,
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frames % 128, frames & 0x7F, 32, 32));
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gSPDisplayList(POLY_XLU_DISP++, gKakarikoWellWaterDL);
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@ -316,8 +316,8 @@ void func_808AD450(Actor* thisx, PlayState* play) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot02_objects.c", 795),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 2 * this->timer, -3 * this->timer, 32, 64, 1,
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4 * this->timer, -6 * this->timer, 32, 64));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 2 * this->timer, -3 * this->timer, 32, 64,
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1, 4 * this->timer, -6 * this->timer, 32, 64));
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gDPPipeSync(POLY_XLU_DISP++);
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gSPDisplayList(POLY_XLU_DISP++, object_spot02_objects_DL_0013F0);
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gDPPipeSync(POLY_XLU_DISP++);
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|
@ -127,9 +127,9 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames * 5, 64, 64, 1, 0, gameplayFrames * 5, 64, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames * 5, 64, 64, 1, 0,
|
||||
gameplayFrames * 5, 64, 64));
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_spot03_object_DL_000B20);
|
||||
|
||||
|
@ -142,7 +142,7 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPDisplayList(POLY_XLU_DISP++, object_spot03_object_DL_000BC0);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames * 1, gameplayFrames * 3, 64, 64, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, gameplayFrames * 3, 64, 64, 1,
|
||||
-gameplayFrames, gameplayFrames * 3, 64, 64));
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_spot03_object_DL_001580);
|
||||
|
|
|
@ -437,11 +437,11 @@ void BgSpot06Objects_DrawLakeHyliaWater(BgSpot06Objects* this, PlayState* play)
|
|||
gameplayFrames = play->state.frames;
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames, gameplayFrames, 32, 32, 1, gameplayFrames,
|
||||
gameplayFrames, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, gameplayFrames, 32, 32, 1,
|
||||
gameplayFrames, gameplayFrames, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames, gameplayFrames * 6, 32, 32, 1, gameplayFrames,
|
||||
gameplayFrames * 6, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, gameplayFrames * 6, 32, 32, 1,
|
||||
gameplayFrames, gameplayFrames * 6, 32, 32));
|
||||
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
|
||||
|
||||
|
|
|
@ -87,26 +87,27 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((frames * -1) & 0x7F), ((frames * 1) & 0x7F), 32, 32, 1,
|
||||
((frames * 1) & 0x7F), ((frames * 1) & 0x7F), 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, ((frames * -1) & 0x7F), ((frames * 1) & 0x7F), 32,
|
||||
32, 1, ((frames * 1) & 0x7F), ((frames * 1) & 0x7F), 32, 32));
|
||||
|
||||
if (!LINK_IS_ADULT) {
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
|
||||
if (this->dyna.actor.params == 0) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((frames * -1) & 0x7F), ((frames * -3) & 0xFF), 64, 64,
|
||||
1, ((frames * 1) & 0x7F), ((frames * -3) & 0xFF), 64, 64));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, ((frames * -1) & 0x7F),
|
||||
((frames * -3) & 0xFF), 64, 64, 1, ((frames * 1) & 0x7F),
|
||||
((frames * -3) & 0xFF), 64, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 0, ((frames * 3) & 0x1FF), 32, 128, 1,
|
||||
frames * 0, ((frames * 3) & 0x1FF), 32, 128));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 0, ((frames * 3) & 0x1FF), 32,
|
||||
128, 1, frames * 0, ((frames * 3) & 0x1FF), 32, 128));
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_spot07_object_DL_000460);
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 0, ((frames * -1) & 0x7F), 32, 32, 1,
|
||||
frames * 0, ((frames * -1) & 0x7F), 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 0, ((frames * -1) & 0x7F), 32, 32,
|
||||
1, frames * 0, ((frames * -1) & 0x7F), 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 0, ((frames * 3) & 0x1FF), 32, 128, 1,
|
||||
frames * 0, ((frames * 3) & 0x1FF), 32, 128));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 0, ((frames * 3) & 0x1FF), 32,
|
||||
128, 1, frames * 0, ((frames * 3) & 0x1FF), 32, 128));
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_spot07_object_DL_000BE0);
|
||||
}
|
||||
} else if (this->dyna.actor.params == 0) {
|
||||
|
|
|
@ -155,8 +155,9 @@ void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 331),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
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));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDesertColossusOasisDL);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 346);
|
||||
}
|
||||
|
|
|
@ -131,7 +131,8 @@ void BgSpot16Doughnut_Draw(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
if (this->fireFlag & 1) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * (-1), 0, 16, 32, 1, scroll, scroll * (-2), 16, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * (-1), 0, 16, 32, 1, scroll,
|
||||
scroll * (-2), 16, 32));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, this->envColorAlpha);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDeathMountainCloudCircleFieryDL);
|
||||
} else {
|
||||
|
|
|
@ -63,8 +63,8 @@ void func_808B7478(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot17_funen.c", 161),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20, 1, 0,
|
||||
(0 - play->gameplayFrames) & 0x7F, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20,
|
||||
1, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gCraterSmokeConeDL);
|
||||
|
||||
if (1) {}
|
||||
|
|
|
@ -149,8 +149,8 @@ void func_808BA2CC(BgTokiHikari* this, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -2 * (play->gameplayFrames & 0x7F), 0, 0x20, 0x40, 1,
|
||||
(play->gameplayFrames & 0x7F) * 4, 0, 0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -2 * (play->gameplayFrames & 0x7F), 0, 0x20, 0x40,
|
||||
1, (play->gameplayFrames & 0x7F) * 4, 0, 0x20, 0x40));
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_toki_objects_DL_000880);
|
||||
Matrix_Pop();
|
||||
|
|
|
@ -180,8 +180,9 @@ void BgYdanHasi_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames % 128, play->gameplayFrames % 128,
|
||||
0x20, 0x20, 1, play->gameplayFrames % 128, play->gameplayFrames % 128, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames % 128,
|
||||
play->gameplayFrames % 128, 0x20, 0x20, 1, play->gameplayFrames % 128,
|
||||
play->gameplayFrames % 128, 0x20, 0x20));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_hasi.c", 592),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDTWaterPlaneDL);
|
||||
|
|
|
@ -1826,7 +1826,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
|
|||
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeState]));
|
||||
}
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->fwork[BFD_TEX1_SCROLL_X],
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[BFD_TEX1_SCROLL_X],
|
||||
(s16)this->fwork[BFD_TEX1_SCROLL_Y], 0x20, 0x20, 1, (s16)this->fwork[BFD_TEX2_SCROLL_X],
|
||||
(s16)this->fwork[BFD_TEX2_SCROLL_Y], 0x20, 0x20));
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
|
||||
|
|
|
@ -1200,7 +1200,7 @@ void BossFd2_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->fwork[FD2_TEX1_SCROLL_X],
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[FD2_TEX1_SCROLL_X],
|
||||
(s16)this->fwork[FD2_TEX1_SCROLL_Y], 0x20, 0x20, 1,
|
||||
(s16)this->fwork[FD2_TEX2_SCROLL_X], (s16)this->fwork[FD2_TEX2_SCROLL_Y], 0x20,
|
||||
0x20));
|
||||
|
|
|
@ -3375,9 +3375,9 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
if (this->shockGlow) {
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->unk_1A2 + i) * -15, 32, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
|
||||
(this->unk_1A2 + i) * -15, 32, 64));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 255, 170, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 128);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDorfShockGlowDL);
|
||||
|
@ -3446,8 +3446,8 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, (s8)this->unk_290);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 200, 255, 0, 128);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_1A2 * -2, 0, 0x40, 0x40, 1, 0, this->unk_1A2 * 0xA,
|
||||
0x40, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_1A2 * -2, 0, 0x40, 0x40, 1, 0,
|
||||
this->unk_1A2 * 0xA, 0x40, 0x40));
|
||||
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Scale(this->unk_28C, this->unk_28C, this->unk_28C, MTXMODE_APPLY);
|
||||
|
@ -3463,13 +3463,14 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 0, 100, (s8)this->unk_288);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, this->unk_1A2 * -4, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0, this->unk_1A2 * -4,
|
||||
0x20, 0x20));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDorfBigMagicBGCircleDL);
|
||||
|
||||
// yellow background dot
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 150, 170, 0, (s8)this->unk_288);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, this->unk_1A2 * 2,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, this->unk_1A2 * 2,
|
||||
this->unk_1A2 * -0x14, 0x40, 0x40));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDorfDotDL);
|
||||
|
||||
|
@ -3576,8 +3577,8 @@ void BossGanon_DrawDarkVortex(BossGanon* this, PlayState* play) {
|
|||
Matrix_Push();
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_1A2 * -8, 0, 0x20, 0x40, 1, this->unk_1A2 * -4,
|
||||
this->unk_1A2 * -8, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_1A2 * -8, 0, 0x20, 0x40, 1,
|
||||
this->unk_1A2 * -4, this->unk_1A2 * -8, 0x20, 0x20));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 0, 200, (s8)this->fwork[GDF_VORTEX_ALPHA]);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 130, 0, 0, 128);
|
||||
|
||||
|
@ -4936,8 +4937,8 @@ void BossGanon_DrawEffects(PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, eff->alpha);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 100, 70, 0, 128);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, eff->timer * 4, 0, 32, 64, 1, eff->timer * 2,
|
||||
eff->timer * -20, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, eff->timer * 4, 0, 32, 64, 1,
|
||||
eff->timer * 2, eff->timer * -20, 32, 32));
|
||||
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
|
||||
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11121),
|
||||
|
@ -4954,8 +4955,8 @@ void BossGanon_DrawEffects(PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, eff->alpha);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 200, 100, 0, 128);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, eff->timer * 4, 0, 32, 64, 1, eff->timer * 2,
|
||||
eff->timer * -20, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, eff->timer * 4, 0, 32, 64, 1,
|
||||
eff->timer * 2, eff->timer * -20, 32, 32));
|
||||
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
|
||||
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11165),
|
||||
|
@ -4972,8 +4973,8 @@ void BossGanon_DrawEffects(PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, eff->alpha);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 150, 255, 0, 128);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (eff->timer * 100), 0, 64, 32, 1, (eff->timer * 100), 0,
|
||||
64, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (eff->timer * 100), 0, 64, 32, 1,
|
||||
(eff->timer * 100), 0, 64, 32));
|
||||
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
|
||||
Matrix_Scale((eff->scale * 200.0f) / 1500.0f, (eff->unk_40 * 200.0f) / 1500.0f,
|
||||
(eff->scale * 200.0f) / 1500.0f, MTXMODE_APPLY);
|
||||
|
@ -4990,9 +4991,9 @@ void BossGanon_DrawEffects(PlayState* play) {
|
|||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 150, 170, 0, eff->alpha);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, eff->timer * 2, eff->timer * -20, 64, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, eff->timer * 2,
|
||||
eff->timer * -20, 64, 64));
|
||||
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
|
||||
|
|
|
@ -2398,7 +2398,8 @@ void func_80903F38(BossGanon2* this, PlayState* play) {
|
|||
|
||||
if (D_80910638 >= 4) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, play->gameplayFrames * 18, 0, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, play->gameplayFrames * 18, 0,
|
||||
32, 32));
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, D_80907080);
|
||||
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
|
||||
|
@ -2419,7 +2420,7 @@ void func_80904108(BossGanon2* this, PlayState* play) {
|
|||
Matrix_Push();
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s32)play->gameplayFrames, 0, 32, 64, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s32)play->gameplayFrames, 0, 32, 64, 1,
|
||||
-play->gameplayFrames * 2, -play->gameplayFrames * 8, 32, 32));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 200, 0, (s8)this->unk_324);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
|
||||
|
@ -2730,8 +2731,8 @@ void func_80905674(BossGanon2* this, PlayState* play) {
|
|||
Matrix_Push();
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_19C * -8, 0, 32, 64, 1, this->unk_19C * -4,
|
||||
this->unk_19C * -8, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_19C * -8, 0, 32, 64, 1,
|
||||
this->unk_19C * -4, this->unk_19C * -8, 32, 32));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, (s16)this->unk_37C);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 200, 0, 128);
|
||||
Matrix_Translate(sZelda->actor.world.pos.x + 100.0f, sZelda->actor.world.pos.y + 35.0f + 7.0f,
|
||||
|
|
|
@ -2572,8 +2572,8 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
|
|||
Matrix_Translate(0.0f, MO_WATER_LEVEL(play), 0.0f, MTXMODE_NEW);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0D,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->waterTex1x, (s16)this->waterTex1y, 32, 32, 1,
|
||||
(s16)this->waterTex2x, (s16)this->waterTex2y, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->waterTex1x, (s16)this->waterTex1y, 32,
|
||||
32, 1, (s16)this->waterTex2x, (s16)this->waterTex2y, 32, 32));
|
||||
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
|
||||
|
@ -2603,13 +2603,13 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
|
||||
sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3, 32, 32, 1,
|
||||
sMorphaTent1->work[MO_TENT_VAR_TIMER] * -3,
|
||||
sMorphaTent1->work[MO_TENT_VAR_TIMER] * -3, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 5, 0, 32, 32, 1, 0,
|
||||
sMorphaTent1->work[MO_TENT_VAR_TIMER] * -10, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 5, 0,
|
||||
32, 32, 1, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * -10, 32, 32));
|
||||
|
||||
Matrix_RotateX(this->work[MO_TENT_MOVE_TIMER] * 0.5f, MTXMODE_APPLY);
|
||||
Matrix_RotateZ(this->work[MO_TENT_MOVE_TIMER] * 0.8f, MTXMODE_APPLY);
|
||||
|
@ -2678,8 +2678,9 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0D,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)sMorphaTent1->waterTex1x, (s16)sMorphaTent1->waterTex1y,
|
||||
32, 32, 1, (s16)sMorphaTent1->waterTex2x, (s16)sMorphaTent1->waterTex2y, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)sMorphaTent1->waterTex1x,
|
||||
(s16)sMorphaTent1->waterTex1y, 32, 32, 1, (s16)sMorphaTent1->waterTex2x,
|
||||
(s16)sMorphaTent1->waterTex2y, 32, 32));
|
||||
|
||||
sp8C = this->subCamAt.x - this->subCamEye.x;
|
||||
sp88 = this->subCamAt.y - this->subCamEye.y;
|
||||
|
@ -2721,7 +2722,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
|
|||
void BossMo_DrawTent(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
BossMo* this = (BossMo*)thisx;
|
||||
u16 scroll;
|
||||
u16 texCoordScale;
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 6958);
|
||||
if (1) {}
|
||||
|
@ -2731,12 +2732,13 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[MO_TENT_BASE_TEX1_X], this->work[MO_TENT_BASE_TEX1_Y],
|
||||
32, 32, 1, this->work[MO_TENT_BASE_TEX2_X], this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[MO_TENT_BASE_TEX1_X],
|
||||
this->work[MO_TENT_BASE_TEX1_Y], 32, 32, 1, this->work[MO_TENT_BASE_TEX2_X],
|
||||
this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (s8)((this->baseAlpha * 12.0f) / 10.0f));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->baseAlpha);
|
||||
scroll = (s16)(Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0xB00) * 30.0f) + 350;
|
||||
gSPTexture(POLY_XLU_DISP++, scroll, scroll, 0, G_TX_RENDERTILE, G_ON);
|
||||
texCoordScale = (s16)(Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0xB00) * 30.0f) + 350;
|
||||
gSPTexture(POLY_XLU_DISP++, texCoordScale, texCoordScale, 0, G_TX_RENDERTILE, G_ON);
|
||||
|
||||
if (this->drawActor) {
|
||||
BossMo_DrawTentacle(this, play);
|
||||
|
|
|
@ -3155,8 +3155,8 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
if (this->effectMode == BONGO_ICE) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames % 256, 0x20, 0x10, 1, 0,
|
||||
(play->gameplayFrames * 2) % 256, 0x40, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames % 256, 0x20, 0x10,
|
||||
1, 0, (play->gameplayFrames * 2) % 256, 0x40, 0x20));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, this->effects[0].alpha);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gBongoIceCrystalDL);
|
||||
|
||||
|
@ -3185,8 +3185,8 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
|
|||
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, 0, 0x20, 0x40, 1, 0,
|
||||
(play->gameplayFrames * -15) % 256, 0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 128, 0, 0x20, 0x40,
|
||||
1, 0, (play->gameplayFrames * -15) % 256, 0x20, 0x40));
|
||||
|
||||
for (i = 0; i < 3; i++, scaleY -= 0.001f) {
|
||||
effect = &this->effects[i];
|
||||
|
|
|
@ -3274,8 +3274,8 @@ void func_80941BC0(BossTw* this, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 215, 215, 215, (s16)this->workf[UNK_F11] * this->workf[UNK_F14]);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, (u32)this->workf[UNK_F16] & 0x3F,
|
||||
(this->work[CS_TIMER_2] * 4) & 0x3F, 0x10, 0x10));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1,
|
||||
(u32)this->workf[UNK_F16] & 0x3F, (this->work[CS_TIMER_2] * 4) & 0x3F, 0x10, 0x10));
|
||||
Matrix_Push();
|
||||
Matrix_RotateY(this->workf[UNK_F15], MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6423),
|
||||
|
@ -3285,7 +3285,7 @@ void func_80941BC0(BossTw* this, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6427),
|
||||
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
|
||||
gSPSegment(POLY_XLU_DISP++, 0xD,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[CS_TIMER_2] & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[CS_TIMER_2] & 0x7F,
|
||||
(this->work[CS_TIMER_2] * 8) & 0xFF, 0x20, 0x40, 1,
|
||||
(-this->work[CS_TIMER_2] * 2) & 0x3F, 0, 0x10, 0x10));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, (s16)this->workf[UNK_F9]);
|
||||
|
@ -3312,7 +3312,7 @@ void func_80942180(BossTw* this, PlayState* play) {
|
|||
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
|
||||
Matrix_Scale(this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], MTXMODE_APPLY);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (-this->work[CS_TIMER_1]) & 0x7F, 0, 0x20, 0x20, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (-this->work[CS_TIMER_1]) & 0x7F, 0, 0x20, 0x20, 1,
|
||||
(this->work[CS_TIMER_1] * 2) & 0x7F, 0, 0x20, 0x20));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6497),
|
||||
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
|
||||
|
@ -3325,7 +3325,7 @@ void func_80942180(BossTw* this, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6514),
|
||||
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[CS_TIMER_1] & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[CS_TIMER_1] & 0x7F,
|
||||
(-this->work[CS_TIMER_1] * 6) & 0xFF, 0x20, 0x40, 1,
|
||||
(this->work[CS_TIMER_1] * 2) & 0x7F, (-this->work[CS_TIMER_1] * 6) & 0xFF, 0x20, 0x40));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 80, 0, 0, (s16)this->workf[KM_GD_SMOKE_A]);
|
||||
|
@ -3334,8 +3334,8 @@ void func_80942180(BossTw* this, PlayState* play) {
|
|||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_018FC0));
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (-this->work[CS_TIMER_1] * 3) & 0x7F, 0, 0x20, 0x20, 1, 0,
|
||||
(-this->work[CS_TIMER_1] * 10) & 0xFF, 0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (-this->work[CS_TIMER_1] * 3) & 0x7F, 0, 0x20,
|
||||
0x20, 1, 0, (-this->work[CS_TIMER_1] * 10) & 0xFF, 0x20, 0x40));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 50, 0, (s16)(this->workf[KM_GD_FLM_A] * 0.7f));
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 200, 235, 240, 128);
|
||||
|
@ -3356,8 +3356,8 @@ void func_809426F0(BossTw* this, PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 6587);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (u8)(-this->work[CS_TIMER_2] * 15), 0x20, 0x40, 1, 0, 0, 0x40,
|
||||
0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (u8)(-this->work[CS_TIMER_2] * 15), 0x20, 0x40,
|
||||
1, 0, 0, 0x40, 0x40));
|
||||
Matrix_Push();
|
||||
Matrix_Translate(0.0f, 0.0f, 5000.0f, MTXMODE_APPLY);
|
||||
Matrix_Scale(this->spawnPortalScale / 2000.0f, this->spawnPortalScale / 2000.0f, this->spawnPortalScale / 2000.0f,
|
||||
|
@ -3390,7 +3390,8 @@ void func_809426F0(BossTw* this, PlayState* play) {
|
|||
Matrix_RotateZ(((i * M_PI) * 2.0f * 0.125f) + this->flameRotation, MTXMODE_APPLY);
|
||||
Matrix_Translate(0.0f, this->spawnPortalScale * 1.5f, 0.0f, MTXMODE_APPLY);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((this->work[CS_TIMER_2] * 3) + (i * 10)) & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE,
|
||||
((this->work[CS_TIMER_2] * 3) + (i * 10)) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_2] * 15) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
@ -3494,7 +3495,7 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) {
|
|||
gSPSegment(POLY_OPA_DISP++, 10, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIdx]));
|
||||
gSPSegment(POLY_XLU_DISP++, 10, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIdx]));
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->workf[OUTR_CRWN_TX_X1] & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->workf[OUTR_CRWN_TX_X1] & 0x7F,
|
||||
(s16)this->workf[OUTR_CRWN_TX_Y1] & 0x7F, 0x20, 0x20, 1,
|
||||
(s16)this->workf[OUTR_CRWN_TX_X2] & 0x7F, (s16)this->workf[OUTR_CRWN_TX_Y2] & 0xFF,
|
||||
0x20, 0x40));
|
||||
|
@ -3505,7 +3506,7 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) {
|
|||
(s16)this->workf[INNR_CRWN_TX_Y1] & 0xFF, 0x20, 0x40));
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->workf[INNR_CRWN_TX_X1] & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->workf[INNR_CRWN_TX_X1] & 0x7F,
|
||||
(s16)this->workf[INNR_CRWN_TX_Y1] & 0x7F, 0x20, 0x20, 1,
|
||||
(s16)this->workf[INNR_CRWN_TX_X2] & 0x7F,
|
||||
(s16)this->workf[INNR_CRWN_TX_Y2] & 0xFF, 0x20, 0x40));
|
||||
|
@ -3586,22 +3587,22 @@ s32 BossTw_TwinrovaOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList,
|
|||
case 41:
|
||||
*dList = NULL;
|
||||
gSPSegment(POLY_XLU_DISP++, 0xA,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, -this->work[CS_TIMER_1] * 0xF,
|
||||
0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0,
|
||||
-this->work[CS_TIMER_1] * 0xF, 0x20, 0x40));
|
||||
break;
|
||||
case 18:
|
||||
case 42:
|
||||
*dList = NULL;
|
||||
gSPSegment(POLY_XLU_DISP++, 0xB,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, -this->work[CS_TIMER_1] * 0xA,
|
||||
0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0,
|
||||
-this->work[CS_TIMER_1] * 0xA, 0x20, 0x40));
|
||||
break;
|
||||
case 16:
|
||||
case 32:
|
||||
*dList = NULL;
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, this->work[CS_TIMER_1],
|
||||
-this->work[CS_TIMER_1] * 7, 0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1,
|
||||
this->work[CS_TIMER_1], -this->work[CS_TIMER_1] * 7, 0x20, 0x40));
|
||||
break;
|
||||
case 15:
|
||||
case 31:
|
||||
|
@ -3719,16 +3720,17 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 245, 255, temp_a0);
|
||||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E0E0));
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (this->work[CS_TIMER_1] * 2) * temp_t0, 0, 0x20,
|
||||
0x20, 1, (-this->work[CS_TIMER_1] * 2) * temp_t0, 0, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (this->work[CS_TIMER_1] * 2) * temp_t0,
|
||||
0, 0x20, 0x20, 1, (-this->work[CS_TIMER_1] * 2) * temp_t0, 0, 0x20, 0x20));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 20, 0, (s16)D_8094C854);
|
||||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E020));
|
||||
} else {
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 225, 255, 255, temp_a0);
|
||||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E3A0));
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (-this->work[CS_TIMER_1] * 5) * temp_t0, 0x20,
|
||||
0x40, 1, (this->work[CS_TIMER_1] * 4) * temp_t0, 0, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0,
|
||||
(-this->work[CS_TIMER_1] * 5) * temp_t0, 0x20, 0x40, 1,
|
||||
(this->work[CS_TIMER_1] * 4) * temp_t0, 0, 0x20, 0x20));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 175, 205, 195, (s16)D_8094C854);
|
||||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E2C0));
|
||||
}
|
||||
|
@ -3763,8 +3765,8 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
|
|||
}
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, this->work[CS_TIMER_1] * D_8094C872, 0x20, 0x40, 1, 0,
|
||||
this->work[CS_TIMER_1] * D_8094C872, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, this->work[CS_TIMER_1] * D_8094C872, 0x20,
|
||||
0x40, 1, 0, this->work[CS_TIMER_1] * D_8094C872, 0x20, 0x20));
|
||||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E9F0));
|
||||
}
|
||||
|
||||
|
@ -3779,9 +3781,9 @@ void BossTw_SpawnPortalDraw(BossTw* this, PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 7546);
|
||||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -this->work[CS_TIMER_1] * 15, 0x20, 0x40, 1, 0, 0, 0x40, 0x40));
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, -this->work[CS_TIMER_1] * 15, 0x20, 0x40, 1, 0,
|
||||
0, 0x40, 0x40));
|
||||
|
||||
Matrix_Push();
|
||||
|
||||
|
@ -3835,7 +3837,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
|
|||
|
||||
Matrix_Pop();
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x20, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x20, 1,
|
||||
-sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x40));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)this->workf[UNK_F18] / 2);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7694),
|
||||
|
@ -3843,7 +3845,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
|
|||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01F238));
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -sKoumePtr->work[CS_TIMER_1] * 5,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -sKoumePtr->work[CS_TIMER_1] * 5,
|
||||
-sKoumePtr->work[CS_TIMER_1] * 2, 0x20, 0x40, 1, 0, -sKoumePtr->work[CS_TIMER_1] * 2,
|
||||
0x10, 0x10));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)(this->workf[UNK_F18] * 0.3f));
|
||||
|
@ -4442,9 +4444,9 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
|
||||
for (i = 9; i >= 0; i--) {
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((this->work[CS_TIMER_1] * 3) + (i * 10)) & 0x7F,
|
||||
((-this->work[CS_TIMER_1] * 15) + (i * 50)) & 0xFF, 0x20, 0x40, 1, 0, 0,
|
||||
0x20, 0x20));
|
||||
Gfx_TwoTexScroll(
|
||||
play->state.gfxCtx, G_TX_RENDERTILE, ((this->work[CS_TIMER_1] * 3) + (i * 10)) & 0x7F,
|
||||
((-this->work[CS_TIMER_1] * 15) + (i * 50)) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
|
||||
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
|
||||
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
|
||||
|
@ -4466,9 +4468,9 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
|
|||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01A998));
|
||||
for (i = 9; i >= 0; i--) {
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((this->work[CS_TIMER_1] * 3) + (i * 0xA)) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20,
|
||||
0x20));
|
||||
Gfx_TwoTexScroll(
|
||||
play->state.gfxCtx, G_TX_RENDERTILE, ((this->work[CS_TIMER_1] * 3) + (i * 0xA)) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
|
||||
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
|
||||
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
|
||||
|
@ -4506,9 +4508,9 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
|
|||
|
||||
for (i = 9; i >= 0; i--) {
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20,
|
||||
0x20));
|
||||
Gfx_TwoTexScroll(
|
||||
play->state.gfxCtx, G_TX_RENDERTILE, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
|
||||
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
|
||||
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
|
||||
|
@ -4526,9 +4528,9 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
|
|||
|
||||
for (i = 9; i >= 0; i--) {
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20,
|
||||
0x20));
|
||||
Gfx_TwoTexScroll(
|
||||
play->state.gfxCtx, G_TX_RENDERTILE, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
|
||||
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
|
||||
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
|
||||
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
|
||||
|
@ -4934,7 +4936,7 @@ void BossTw_DrawEffects(PlayState* play) {
|
|||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, currentEffect->alpha);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (currentEffect->frame * 3) & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (currentEffect->frame * 3) & 0x7F,
|
||||
(currentEffect->frame * 15) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
@ -4959,7 +4961,7 @@ void BossTw_DrawEffects(PlayState* play) {
|
|||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, currentEffect->alpha);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (currentEffect->frame * 3) & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (currentEffect->frame * 3) & 0x7F,
|
||||
(currentEffect->frame * 15) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
@ -4982,7 +4984,7 @@ void BossTw_DrawEffects(PlayState* play) {
|
|||
}
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0xD,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, currentEffect->frame & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, currentEffect->frame & 0x7F,
|
||||
(currentEffect->frame * 8) & 0xFF, 0x20, 0x40, 1,
|
||||
(currentEffect->frame * -2) & 0x7F, 0, 0x10, 0x10));
|
||||
|
||||
|
@ -5028,8 +5030,9 @@ void BossTw_DrawEffects(PlayState* play) {
|
|||
if (materialFlag == 0) {
|
||||
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01AA50));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, 255);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
materialFlag++;
|
||||
BossTw_InitRand(1, 0x71AC, 0x263A);
|
||||
}
|
||||
|
@ -5078,7 +5081,7 @@ void BossTw_DrawEffects(PlayState* play) {
|
|||
}
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (currentEffect->frame * 3) & 0x7F,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (currentEffect->frame * 3) & 0x7F,
|
||||
(-currentEffect->frame * 15) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
|
||||
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
|
|
@ -2870,9 +2870,9 @@ s32 BossVa_BodyOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
|
|||
|
||||
if (limbIndex == 20) {
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 8, 16, 1, 0, (play->gameplayFrames * -2) % 64, 16, 16));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 8, 16, 1, 0,
|
||||
(play->gameplayFrames * -2) % 64, 16, 16));
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->bodyGlow);
|
||||
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
|
||||
} else if ((limbIndex >= 10) && (limbIndex < 20)) {
|
||||
|
@ -2923,8 +2923,8 @@ void BossVa_BodyPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
|
|||
Matrix_MultVec3f(&sp78, &this->effectPos[limbIndex - 10]);
|
||||
} else if (limbIndex == 25) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (play->gameplayFrames * 10) % 128, 16, 32, 1, 0,
|
||||
(play->gameplayFrames * 5) % 128, 16, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * 10) % 128, 16, 32,
|
||||
1, 0, (play->gameplayFrames * 5) % 128, 16, 32));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4232),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008D70);
|
||||
|
@ -3150,8 +3150,8 @@ void BossVa_BariPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
|
|||
|
||||
if (limbIndex == 2) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (play->gameplayFrames * 10) % 32, 16, 32, 1, 0,
|
||||
(play->gameplayFrames * -5) % 32, 16, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * 10) % 32, 16, 32, 1,
|
||||
0, (play->gameplayFrames * -5) % 32, 16, 32));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4508),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_000FA0);
|
||||
|
@ -3200,11 +3200,11 @@ void BossVa_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (!this->isDead) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 8, 16, 1, 0, (play->gameplayFrames * -10) % 16,
|
||||
16, 16));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 8, 16, 1, 0,
|
||||
(play->gameplayFrames * -10) % 16, 16, 16));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (play->gameplayFrames * -10) % 32, 16, 0x20, 1, 0,
|
||||
(play->gameplayFrames * -5) % 32, 16, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * -10) % 32,
|
||||
16, 0x20, 1, 0, (play->gameplayFrames * -5) % 32, 16, 32));
|
||||
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
|
||||
BossVa_BodyOverrideLimbDraw, BossVa_BodyPostLimbDraw, this);
|
||||
}
|
||||
|
|
|
@ -566,7 +566,7 @@ void func_80967FFC(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 512, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 512, 1, 0,
|
||||
0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 32));
|
||||
|
||||
{
|
||||
|
@ -633,8 +633,9 @@ void func_80968298(Actor* thisx, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 210, 210, 210, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 100, 100, 100, 255);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (0xFFF - (timer1 * 6)) & 0xFFF, (timer1 * 12) & 0xFFF, 128, 64,
|
||||
1, (0xFFF - (timer1 * 6)) & 0xFFF, (timer1 * 12) & 0xFFF, 64, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (0xFFF - (timer1 * 6)) & 0xFFF,
|
||||
(timer1 * 12) & 0xFFF, 128, 64, 1, (0xFFF - (timer1 * 6)) & 0xFFF,
|
||||
(timer1 * 12) & 0xFFF, 64, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_demo_6k_DL_0039D0);
|
||||
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1189),
|
||||
|
@ -734,7 +735,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1322),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0xFF - ((timer2 * 2) & 0xFF), 0, 32, 32, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0xFF - ((timer2 * 2) & 0xFF), 0, 32, 32, 1,
|
||||
0xFF - ((timer2 * 2) & 0xFF), (timer2 * 15) & 0x3FF, 16, 64));
|
||||
|
||||
if (this->timer2 < 40) {
|
||||
|
|
|
@ -1676,21 +1676,21 @@ void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2) {
|
|||
switch (this->jewel.type) {
|
||||
case DEMO_EFFECT_JEWEL_KOKIRI:
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 256,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 256,
|
||||
(256 - ((frames * 2) % 256)) - 1, 64, 64, 1, (frames * 2) % 256,
|
||||
(256 - (frames % 256)) - 1, 16, 16));
|
||||
break;
|
||||
|
||||
case DEMO_EFFECT_JEWEL_GORON:
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 128,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 128,
|
||||
(256 - ((frames * 2) % 256)) - 1, 32, 64, 1, (frames * 2) % 256,
|
||||
(256 - (frames % 256)) - 1, 16, 8));
|
||||
break;
|
||||
|
||||
case DEMO_EFFECT_JEWEL_ZORA:
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 256,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 256,
|
||||
(256 - ((frames * 2) % 256)) - 1, 32, 32, 1, (frames * 2) % 256,
|
||||
(256 - (frames % 256)) - 1, 16, 16));
|
||||
break;
|
||||
|
@ -1740,8 +1740,8 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 2) % 512, 512 - (frames % 512) - 1, 128, 128, 1,
|
||||
512 - ((frames * 2) % 512) - 1, 0, 64, 64));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 2) % 512, 512 - (frames % 512) - 1, 128,
|
||||
128, 1, 512 - ((frames * 2) % 512) - 1, 0, 64, 64));
|
||||
Matrix_Push();
|
||||
Matrix_RotateY(0.0f, MTXMODE_APPLY);
|
||||
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
|
||||
|
@ -1784,7 +1784,8 @@ void DemoEffect_DrawFireBall(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPMatrix(POLY_XLU_DISP++, play->billboardMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 128 - ((frames * 20) % 128) - 1, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0,
|
||||
128 - ((frames * 20) % 128) - 1, 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gCreationFireBallDL);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 2723);
|
||||
}
|
||||
|
@ -1814,10 +1815,10 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 512, 0, 128, 64, 1, (frames * 2) % 256,
|
||||
512 - ((frames * 70) % 512) - 1, 64, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 512, 0, 128, 64, 1,
|
||||
(frames * 2) % 256, 512 - ((frames * 70) % 512) - 1, 64, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 96, 1, (frames * 10) % 256,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 96, 1, (frames * 10) % 256,
|
||||
256 - ((frames * 30) % 512) - 1, 8, 32));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, this->primXluColor[0], this->primXluColor[1], this->primXluColor[2],
|
||||
255);
|
||||
|
@ -1926,8 +1927,8 @@ void DemoEffect_DrawLgtShower(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2927),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 5) % 1024, 0, 256, 64, 1, (frames * 10) % 128,
|
||||
512 - ((frames * 50) % 512), 32, 16));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 1024, 0, 256, 64, 1,
|
||||
(frames * 10) % 128, 512 - ((frames * 50) % 512), 32, 16));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEnliveningLightDL);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 2942);
|
||||
}
|
||||
|
@ -1948,8 +1949,8 @@ void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play2) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2963),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 5) % 64, 512 - ((frames * 2) % 512) - 1, 16, 128, 1, 0,
|
||||
0, 8, 1024));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 64, 512 - ((frames * 2) % 512) - 1,
|
||||
16, 128, 1, 0, 0, 8, 1024));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gGoldenGoddessLightRingDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 2978);
|
||||
|
@ -1975,8 +1976,8 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3011),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 256 - ((frames * 4) % 256) - 1, 64, 64, 1, 0,
|
||||
256 - ((frames * 2) % 256) - 1, 64, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 256 - ((frames * 4) % 256) - 1, 64, 64,
|
||||
1, 0, 256 - ((frames * 2) % 256) - 1, 64, 32));
|
||||
vertices[86].n.a = vertices[87].n.a = vertices[88].n.a = vertices[89].n.a = vertices[92].n.a =
|
||||
vertices[93].n.a = vertices[94].n.a = vertices[95].n.a = (s8)this->triforceSpot.lightColumnOpacity;
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 180, 255, 255, this->triforceSpot.lightColumnOpacity);
|
||||
|
@ -1997,7 +1998,8 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
|
|||
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3053),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 8, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 16, 1, 0, 0, 16, 8));
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 160, this->triforceSpot.triforceSpotOpacity);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 170, 140, 0, 255);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gTriforceDL);
|
||||
|
@ -2008,7 +2010,8 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
|
|||
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3085),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_OPA_DISP++, 8, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 16, 1, 0, 0, 16, 8));
|
||||
gSPSegment(POLY_OPA_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 128, 128, 255, 255, 160, 255);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 170, 140, 0, 255);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gTriforceDL);
|
||||
|
@ -2048,8 +2051,9 @@ s32 DemoEffect_OverrideLimbDrawTimeWarp(PlayState* play, SkelCurve* skelCurve, s
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, 170, 255, 255, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 6) % 1024, 256 - ((frames * 16) % 256) - 1, 256, 64, 1,
|
||||
(frames * 4) % 512, 128 - ((frames * 12) % 128) - 1, 128, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 6) % 1024,
|
||||
256 - ((frames * 16) % 256) - 1, 256, 64, 1, (frames * 4) % 512,
|
||||
128 - ((frames * 12) % 128) - 1, 128, 32));
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 3172);
|
||||
|
||||
if (limbIndex == 0) {
|
||||
|
|
|
@ -295,16 +295,17 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 5, frames * -10, 0x20, 0x20, 1, frames * 5,
|
||||
frames * -10, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
|
||||
frames * 5, frames * -10, 0x20, 0x20));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierOrbDL);
|
||||
Matrix_Pop();
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 50, 0, 100, 255);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, frames, frames, 0x20, 0x20));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, frames, frames, 0x20, 0x20));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierFloorDL);
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, sEnergyColors[colorIndex + 0], sEnergyColors[colorIndex + 1],
|
||||
|
@ -312,8 +313,8 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, sEnergyColors[colorIndex + 3], sEnergyColors[colorIndex + 4],
|
||||
sEnergyColors[colorIndex + 5], 128);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 5, frames * -10, 0x20, 0x20, 1, frames * 5,
|
||||
frames * -10, 0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
|
||||
frames * 5, frames * -10, 0x20, 0x40));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierEnergyDL);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 696);
|
||||
}
|
||||
|
@ -331,8 +332,8 @@ void DemoKekkai_DrawTowerBarrier(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 255, 170, 255, 255);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 2, scroll * -4, 0x20, 0x40, 1, scroll * 2, scroll * -4,
|
||||
0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * -4, 0x20, 0x40, 1, scroll * 2,
|
||||
scroll * -4, 0x20, 0x40));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gTowerBarrierDL);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 722);
|
||||
}
|
||||
|
|
|
@ -112,12 +112,14 @@ void DemoShd_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPDisplayList(POLY_XLU_DISP++, D_809932D0);
|
||||
|
||||
if (this->unk_14C & 1) {
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
|
||||
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
|
||||
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, D_80993390);
|
||||
} else if (this->unk_14C & 2) {
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
|
||||
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
|
||||
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, D_809934B8);
|
||||
}
|
||||
|
||||
|
|
|
@ -137,7 +137,7 @@ s32 DemoTreLgt_OverrideLimbDraw(PlayState* play, SkelCurve* skelCurve, s32 limbI
|
|||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_demo_tre_lgt.c", 423);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * 2) % 256, 0, 64, 32, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * 2) % 256, 0, 64, 32, 1,
|
||||
(play->state.frames * -2) % 256, 0, 64, 32));
|
||||
|
||||
if (limbIndex == 1) {
|
||||
|
|
|
@ -967,9 +967,9 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
|
|||
Matrix_Push();
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, spEC & 0xFF, -((s16)(this->unk_19C + this->unk_19C) & 511),
|
||||
0x100, 0x100, 1, spEC & 0xFF, -((s16)(this->unk_19C + this->unk_19C) & 511), 0x100,
|
||||
0x100));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, spEC & 0xFF,
|
||||
-((s16)(this->unk_19C + this->unk_19C) & 511), 0x100, 0x100, 1, spEC & 0xFF,
|
||||
-((s16)(this->unk_19C + this->unk_19C) & 511), 0x100, 0x100));
|
||||
|
||||
Matrix_Translate(0.0f, this->unk_194 * 230.0f, 0.0f, MTXMODE_APPLY);
|
||||
xzScale = (((f32)this->unk_1AE * spE8) / 100.0f) + 1.0f;
|
||||
|
@ -1004,8 +1004,8 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
|
|||
spEC *= 2;
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, spEC & 0xFF, -((s16)this->unk_19C & 511), 0x100, 0x100, 1,
|
||||
spEC & 0xFF, -((s16)this->unk_19C & 511), 0x100, 0x100));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, spEC & 0xFF, -((s16)this->unk_19C & 511),
|
||||
0x100, 0x100, 1, spEC & 0xFF, -((s16)this->unk_19C & 511), 0x100, 0x100));
|
||||
|
||||
Matrix_Translate(0.0f, this->unk_198 * 60.0f, 0.0f, MTXMODE_APPLY);
|
||||
|
||||
|
|
|
@ -119,16 +119,16 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_14C * 1, this->unk_14E * -4, 32, 64, 1,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_14C * 1, this->unk_14E * -4, 32, 64, 1,
|
||||
this->unk_14C * 4, this->unk_14E * -20, 64, 64));
|
||||
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, this->unk_150 * -4, 16, 128, 1, 0, this->unk_150 * 12, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, this->unk_150 * -4, 16, 128, 1, 0,
|
||||
this->unk_150 * 12, 32, 32));
|
||||
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, this->unk_150 * -4, 16, 128, 1, 0, this->unk_150 * 12, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0A,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, this->unk_150 * -4, 16, 128, 1, 0,
|
||||
this->unk_150 * 12, 32, 32));
|
||||
|
||||
Matrix_Push();
|
||||
Matrix_Scale(0.8f, 0.8f, 0.8f, MTXMODE_APPLY);
|
||||
|
|
|
@ -484,9 +484,9 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
|
|||
Matrix_Push();
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B8118[this->actor.params]));
|
||||
gSPSegment(
|
||||
POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
|
||||
(play->gameplayFrames * -10) % 128, 32, 32));
|
||||
for (i = 0; i < 14; i++, mtx++) {
|
||||
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
|
||||
Matrix_RotateZYX(this->unk_2A8[i].x, this->unk_2A8[i].y, this->unk_2A8[i].z, MTXMODE_APPLY);
|
||||
|
@ -510,7 +510,7 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 2) % 128,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->gameplayFrames * 2) % 128,
|
||||
(play->gameplayFrames * 2) % 128, 32, 32, 1, (play->gameplayFrames * -5) % 128,
|
||||
(play->gameplayFrames * -5) % 128, 32, 32));
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);
|
||||
|
|
|
@ -1327,7 +1327,7 @@ void EnBb_Draw(Actor* thisx, PlayState* play) {
|
|||
if (this->actor.params != ENBB_WHITE) {
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
((play->gameplayFrames + (this->flameScrollMod * 10)) *
|
||||
(-20 - (this->flameScrollMod * -2))) %
|
||||
0x200,
|
||||
|
|
|
@ -156,8 +156,9 @@ void EnBlkobj_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
gameplayFrames = play->gameplayFrames % 128;
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0D,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames, 0, 32, 32, 1, gameplayFrames, 0, 32, 32));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x0D,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, 0, 32, 32, 1, gameplayFrames, 0, 32, 32));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_blkobj.c", 363),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
|
|
|
@ -815,8 +815,9 @@ s32 EnBw_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
|
|||
EnBw* this = (EnBw*)thisx;
|
||||
|
||||
if (limbIndex == 1) {
|
||||
gSPSegment((*gfx)++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, this->unk_23A, 0x20, 0x20));
|
||||
gSPSegment(
|
||||
(*gfx)++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0, this->unk_23A, 0x20, 0x20));
|
||||
if ((this->unk_220 == 1) || (this->unk_220 == 5)) {
|
||||
Matrix_Push();
|
||||
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
|
||||
|
@ -884,8 +885,8 @@ void EnBw_Draw(Actor* thisx, PlayState* play2) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (play->gameplayFrames * -20) % 0x200,
|
||||
0x20, 0x80));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
(play->gameplayFrames * -20) % 0x200, 0x20, 0x80));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
|
||||
Matrix_Scale(this->unk_248 * 0.01f, this->unk_248 * 0.01f, this->unk_248 * 0.01f, MTXMODE_APPLY);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
|
|
@ -212,7 +212,8 @@ void EnBx_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809D2560[this->actor.params & 0x7F]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
|
||||
(play->gameplayFrames * -10) % 128, 32, 32));
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bx.c", 478),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
|
|
|
@ -957,8 +957,9 @@ void EnClearTag_DrawEffects(PlayState* play) {
|
|||
128);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s8)effect->primColor.r, (s8)effect->primColor.g,
|
||||
(s8)effect->primColor.b, (s8)effect->primColor.a);
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, effect->random * -5, 32, 64, 1, 0, 0, 32, 32));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, effect->random * -5, 32, 64, 1, 0, 0, 32, 32));
|
||||
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
|
||||
|
@ -983,9 +984,9 @@ void EnClearTag_DrawEffects(PlayState* play) {
|
|||
|
||||
// Draw the fire effect.
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, (s8)effect->primColor.a);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (effect->random * -15) & 0xFF, 32, 64, 1, 0, 0, 32, 32));
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (effect->random * -15) & 0xFF, 32, 64,
|
||||
1, 0, 0, 32, 32));
|
||||
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
|
||||
|
|
|
@ -569,8 +569,9 @@ void EnDh_Draw(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
|
||||
(play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100, 0x20, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * -3) % 0x80, 0, 0x20,
|
||||
0x40, 1, (play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100,
|
||||
0x20, 0x40));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
|
||||
|
||||
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
|
||||
|
|
|
@ -113,8 +113,8 @@ void EnDyExtra_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->state.frames * 2, 0, 0x20, 0x40, 1, play->state.frames,
|
||||
play->state.frames * -8, 0x10, 0x10));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->state.frames * 2, 0, 0x20, 0x40, 1,
|
||||
play->state.frames, play->state.frames * -8, 0x10, 0x10));
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dy_extra.c", 307),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
|
|
@ -779,7 +779,8 @@ void EnFd_Draw(Actor* thisx, PlayState* play) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, envColors[clampedHealth / 8].r, envColors[clampedHealth / 8].g,
|
||||
envColors[clampedHealth / 8].b, (u8)this->fadeAlpha);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0xFF - (u8)(frames * 6), 8, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
0xFF - (u8)(frames * 6), 8, 0x40));
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x9, D_80116280);
|
||||
|
||||
|
|
|
@ -268,9 +268,9 @@ void EnFdFire_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fd_fire.c", 623),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, play->state.frames * this->tile2Y, 0x20, 0x80));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
play->state.frames * this->tile2Y, 0x20, 0x80));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, primColors[((this->actor.params & 0x8000) >> 0xF)].r,
|
||||
primColors[((this->actor.params & 0x8000) >> 0xF)].g,
|
||||
primColors[((this->actor.params & 0x8000) >> 0xF)].b,
|
||||
|
|
|
@ -739,7 +739,7 @@ void EnFhgFire_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fhg_fire.c", 1833),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->fwork[FHGFIRE_WARP_TEX_1_X],
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[FHGFIRE_WARP_TEX_1_X],
|
||||
(s16)this->fwork[FHGFIRE_WARP_TEX_1_Y], 0x40, 0x40, 1,
|
||||
(s16)this->fwork[FHGFIRE_WARP_TEX_2_X], (s16)this->fwork[FHGFIRE_WARP_TEX_2_Y],
|
||||
0x40, 0x40));
|
||||
|
|
|
@ -727,7 +727,7 @@ void EnFz_Draw(Actor* thisx, PlayState* play) {
|
|||
func_8002ED80(&this->actor, play, 0);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->state.frames & 0x7F, 32, 32, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->state.frames & 0x7F, 32, 32, 1, 0,
|
||||
(2 * play->state.frames) & 0x7F, 32, 32));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fz.c", 1183),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
@ -874,7 +874,7 @@ void EnFz_DrawEffects(EnFz* this, PlayState* play) {
|
|||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, effect->primAlpha);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 3 * (effect->timer + (3 * i)),
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 3 * (effect->timer + (3 * i)),
|
||||
15 * (effect->timer + (3 * i)), 32, 64, 1, 0, 0, 32, 32));
|
||||
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
|
|
@ -524,7 +524,7 @@ void EnGb_DrawCagedSouls(EnGb* this, PlayState* play) {
|
|||
s32 idx = this->cagedSouls[i].infoIdx;
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
|
||||
(u32)(sCagedSoulInfo[idx].timerMultiplier * this->frameTimer) % 512, 32, 128));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sCagedSoulInfo[idx].texture));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, sCagedSoulInfo[idx].prim.r, sCagedSoulInfo[idx].prim.g,
|
||||
|
|
|
@ -601,7 +601,8 @@ void EnGs_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_gs.c", 1087),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 0x14, 0x20, 0x80));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, -frames * 0x14,
|
||||
0x20, 0x80));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 0, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
|
||||
|
|
|
@ -521,8 +521,9 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
this->flameScroll -= 20;
|
||||
this->flameScroll &= 0x1FF;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
||||
Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
|
||||
|
|
|
@ -377,7 +377,8 @@ void EnIceHono_Draw(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->state.frames * -20) % 512, 32, 128));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
|
||||
(play->state.frames * -20) % 512, 32, 128));
|
||||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 170, 255, 255, this->alpha);
|
||||
|
||||
|
|
|
@ -164,7 +164,8 @@ void EnLight_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (this->actor.params >= 0) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->timer * -20) & 511, 32, 128));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0, (this->timer * -20) & 511,
|
||||
32, 128));
|
||||
|
||||
dList = gEffFire1DL;
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, flameParams->primColor.r, flameParams->primColor.g,
|
||||
|
@ -172,7 +173,7 @@ void EnLight_Draw(Actor* thisx, PlayState* play) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, flameParams->envColor.r, flameParams->envColor.g, flameParams->envColor.b, 0);
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 32, 1, ((this->timer * 2) & 63),
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 32, 1, ((this->timer * 2) & 63),
|
||||
(this->timer * -6) & 127 * 1, 16, 32));
|
||||
|
||||
dList = gUnusedCandleDL;
|
||||
|
|
|
@ -333,8 +333,9 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
|
|||
case 0:
|
||||
case 1:
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0xFF - ((u8)(s32)(this->unk_1B4 * 30) & 0xFF), 0, 0x40,
|
||||
0x20, 1, 0xFF - ((u8)(s32)(this->unk_1B4 * 20) & 0xFF), 0, 8, 8));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE,
|
||||
0xFF - ((u8)(s32)(this->unk_1B4 * 30) & 0xFF), 0, 0x40, 0x20, 1,
|
||||
0xFF - ((u8)(s32)(this->unk_1B4 * 20) & 0xFF), 0, 8, 8));
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -387,8 +388,8 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 5) & 0xFF, 0, 0x20, 0x20, 1,
|
||||
(play->gameplayFrames * 20) & 0xFF, (play->gameplayFrames * phi_t1) & 0xFF, 8, 8));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->gameplayFrames * 5) & 0xFF, 0, 0x20, 0x20,
|
||||
1, (play->gameplayFrames * 20) & 0xFF, (play->gameplayFrames * phi_t1) & 0xFF, 8, 8));
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, gSpinAttackChargingDL);
|
||||
|
||||
|
|
|
@ -280,14 +280,15 @@ void EnMag_DrawEffectTextures(Gfx** gfxp, void* maskTex, void* effectTex, s16 ma
|
|||
s16 rectHeight, u16 dsdx, u16 dtdy, u16 shifts, u16 shiftt, u16 flag, EnMag* this) {
|
||||
Gfx* gfx = *gfxp;
|
||||
|
||||
gDPLoadMultiBlock_4b(gfx++, maskTex, 0x0000, 0, G_IM_FMT_I, maskWidth, maskHeight, 0, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
gDPLoadMultiBlock_4b(gfx++, maskTex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_I, maskWidth, maskHeight, 0,
|
||||
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
||||
G_TX_NOLOD);
|
||||
|
||||
if (!flag) {
|
||||
gDPLoadMultiBlock(gfx++, effectTex, 0x0100, 1, G_IM_FMT_I, G_IM_SIZ_8b, effectWidth, effectHeight, 0,
|
||||
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, 5, shifts, shiftt);
|
||||
|
||||
gDPSetTileSize(gfx++, 1, 0, this->effectScroll & 0x7F, 0x7C, (this->effectScroll & 0x7F) + 0x7C);
|
||||
gDPSetTileSize(gfx++, 1, 0, this->effectScroll & 0x7F, 31 << 2, (31 << 2) + (this->effectScroll & 0x7F));
|
||||
}
|
||||
|
||||
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2, (rectTop + rectHeight) << 2,
|
||||
|
@ -471,7 +472,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxp) {
|
|||
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK,
|
||||
G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gSPTextureRectangle(gfx++, 312, 792, 952, 856, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||||
gSPTextureRectangle(gfx++, 78 << 2, 198 << 2, 238 << 2, 214 << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||||
}
|
||||
|
||||
if (gSaveContext.fileNum == 0xFEDC) {
|
||||
|
|
|
@ -574,7 +574,7 @@ void EnNy_DrawDeathEffect(Actor* thisx, PlayState* play) {
|
|||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_ny.c", 900);
|
||||
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 0x00, 0x00, 0x00, 0xFF);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
for (i = 0; i < 8; i++) {
|
||||
|
|
|
@ -2264,7 +2264,7 @@ void EnOssan_DrawCursor(PlayState* play, EnOssan* this, f32 x, f32 y, f32 z, u8
|
|||
|
||||
void EnOssan_DrawTextRec(PlayState* play, s32 r, s32 g, s32 b, s32 a, f32 x, f32 y, f32 z, s32 s, s32 t, f32 dx,
|
||||
f32 dy) {
|
||||
f32 unk;
|
||||
f32 texCoordScale;
|
||||
s32 ulx, uly, lrx, lry;
|
||||
f32 w, h;
|
||||
s32 dsdx, dtdy;
|
||||
|
@ -2275,9 +2275,9 @@ void EnOssan_DrawTextRec(PlayState* play, s32 r, s32 g, s32 b, s32 a, f32 x, f32
|
|||
|
||||
w = 8.0f * z;
|
||||
h = 12.0f * z;
|
||||
unk = (1.0f / z) * 1024;
|
||||
dsdx = unk * dx;
|
||||
dtdy = dy * unk;
|
||||
texCoordScale = (1.0f / z) * 1024;
|
||||
dsdx = texCoordScale * dx;
|
||||
dtdy = dy * texCoordScale;
|
||||
|
||||
ulx = (x - w) * 4.0f;
|
||||
uly = (y - h) * 4.0f;
|
||||
|
|
|
@ -777,9 +777,9 @@ void EnPoField_DrawFlame(EnPoField* this, PlayState* play) {
|
|||
if (this->flameTimer != 0) {
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_po_field.c", 1669);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->gameplayFrames * -20) % 512, 32, 128));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
|
||||
(play->gameplayFrames * -20) % 512, 32, 128));
|
||||
sp4C = this->flameScale * 85000.0f;
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, sp4C);
|
||||
Matrix_Translate(this->flamePosition.x, this->flamePosition.y, this->flamePosition.z, MTXMODE_NEW);
|
||||
|
@ -985,7 +985,7 @@ void EnPoField_DrawSoul(Actor* thisx, PlayState* play) {
|
|||
} else {
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
(play->gameplayFrames * info->unk_9) & 0x1FF, 0x20, 0x80));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(info->soulTexture));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, info->primColor.r, info->primColor.g, info->primColor.b,
|
||||
|
|
|
@ -1372,8 +1372,8 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPDisplayList(POLY_OPA_DISP++, gPoSistersTorchDL);
|
||||
}
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (play->gameplayFrames * -20) % 512, 0x20,
|
||||
0x80));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
(play->gameplayFrames * -20) % 512, 0x20, 0x80));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, temp_s1->r, temp_s1->g, temp_s1->b, temp_s1->a);
|
||||
if (this->actionFunc == func_80ADB17C) {
|
||||
if (this->unk_19A < 32) {
|
||||
|
|
|
@ -1184,7 +1184,7 @@ void EnPoh_DrawSoul(Actor* thisx, PlayState* play) {
|
|||
} else {
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
(this->visibilityTimer * this->info->unk_8) % 512U, 0x20, 0x80));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, this->info->primColor.r, this->info->primColor.g,
|
||||
this->info->primColor.b, this->lightColor.a);
|
||||
|
|
|
@ -854,8 +854,9 @@ void EnRr_Draw(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0C, segMtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (this->scrollTimer * 0) & 0x7F, (this->scrollTimer * 0) & 0x3F,
|
||||
32, 16, 1, (this->scrollTimer * 0) & 0x3F, (this->scrollTimer * -6) & 0x7F, 32, 16));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (this->scrollTimer * 0) & 0x7F,
|
||||
(this->scrollTimer * 0) & 0x3F, 32, 16, 1, (this->scrollTimer * 0) & 0x3F,
|
||||
(this->scrollTimer * -6) & 0x7F, 32, 16));
|
||||
Matrix_Push();
|
||||
|
||||
Matrix_Scale((1.0f + this->bodySegs[RR_BASE].scaleMod.x) * this->bodySegs[RR_BASE].scale.x,
|
||||
|
|
|
@ -289,7 +289,8 @@ void EnSiofuki_Draw(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
x = gameplayFrames * 15;
|
||||
y = gameplayFrames * -15;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, x, y, 64, 64, 1, x, y, 64, 64));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, x, y, 64, 64, 1, x, y, 64, 64));
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_siofuki_DL_000B70);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_en_siofuki.c", 674);
|
||||
|
||||
|
|
|
@ -137,8 +137,8 @@ void EnStream_Draw(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
multipliedFrames = frames * 20;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 30, -multipliedFrames, 0x40, 0x40, 1, multipliedFrames,
|
||||
-multipliedFrames, 0x40, 0x40));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 30, -multipliedFrames, 0x40, 0x40, 1,
|
||||
multipliedFrames, -multipliedFrames, 0x40, 0x40));
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_stream_DL_000950);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_en_stream.c", 310);
|
||||
}
|
||||
|
|
|
@ -847,8 +847,8 @@ void EnViewer_DrawFireEffects(EnViewer* this2, PlayState* play) {
|
|||
MTXMODE_NEW);
|
||||
Matrix_Scale(this->fireEffects[i].scale, this->fireEffects[i].scale, this->fireEffects[i].scale, MTXMODE_APPLY);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (10 * i - 20 * play->state.frames) % 512,
|
||||
32, 128));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
|
||||
(10 * i - 20 * play->state.frames) % 512, 32, 128));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 50, 00, 255);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_viewer.c", 2027),
|
||||
|
|
|
@ -430,7 +430,7 @@ void EnVm_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
this->actionFunc(this, play);
|
||||
this->beamTexScroll += 0xC;
|
||||
this->beamTexScroll += 3 << 2;
|
||||
|
||||
if (this->actor.colChkInfo.health != 0 && this->unk_21C != 2) {
|
||||
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BIMOS_ROLL_HEAD - SFX_FLAG);
|
||||
|
|
|
@ -1237,8 +1237,8 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 40, 90, 80, effect->alpha);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, effect->timer + (i * 3), (effect->timer + (i * 3)) * 5,
|
||||
32, 64, 1, 0, 0, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, effect->timer + (i * 3),
|
||||
(effect->timer + (i * 3)) * 5, 32, 64, 1, 0, 0, 32, 32));
|
||||
|
||||
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
|
@ -1379,8 +1379,8 @@ void Fishing_DrawStreamSplash(PlayState* play) {
|
|||
OPEN_DISPS(play->state.gfxCtx, "../z_fishing.c", 2572);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames * 1, play->gameplayFrames * 8, 32, 64, 1,
|
||||
-(play->gameplayFrames * 2), 0, 16, 16));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames * 1, play->gameplayFrames * 8,
|
||||
32, 64, 1, -(play->gameplayFrames * 2), 0, 16, 16));
|
||||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, 50);
|
||||
|
||||
|
|
|
@ -230,8 +230,9 @@ void MagicDark_DiamondDraw(Actor* thisx, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 170, 255, 255, (s32)(this->primAlpha * 0.6f) & 0xFF);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 128);
|
||||
gSPDisplayList(POLY_XLU_DISP++, sDiamondMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames * 2, gameplayFrames * -4,
|
||||
32, 32, 1, 0, gameplayFrames * -16, 64, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 2, gameplayFrames * -4,
|
||||
32, 32, 1, 0, gameplayFrames * -16, 64, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sDiamondModelDL);
|
||||
}
|
||||
|
||||
|
|
|
@ -246,10 +246,10 @@ void MagicFire_Draw(Actor* thisx, PlayState* play) {
|
|||
G_TX_NOMIRROR | G_TX_WRAP, 6, 6, 15, G_TX_NOLOD);
|
||||
gDPSetTile(POLY_XLU_DISP++, G_IM_FMT_I, G_IM_SIZ_8b, 8, 0, 1, 0, G_TX_NOMIRROR | G_TX_WRAP, 6, 14,
|
||||
G_TX_NOMIRROR | G_TX_WRAP, 6, 14);
|
||||
gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 252, 252);
|
||||
gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 63 << 2, 63 << 2);
|
||||
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 512,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 512,
|
||||
511 - ((gameplayFrames * 5) % 512), 64, 64, 1, (gameplayFrames * 2) % 256,
|
||||
255 - ((gameplayFrames * 20) % 256), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sModelDL);
|
||||
|
|
|
@ -150,14 +150,14 @@ s32 MagicWind_OverrideLimbDraw(PlayState* play, SkelCurve* skelCurve, s32 limbIn
|
|||
|
||||
if (limbIndex == 1) {
|
||||
gSPSegment(POLY_XLU_DISP++, 8,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * 9) & 0xFF,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * 9) & 0xFF,
|
||||
0xFF - ((play->state.frames * 0xF) & 0xFF), 0x40, 0x40, 1,
|
||||
(play->state.frames * 0xF) & 0xFF, 0xFF - ((play->state.frames * 0x1E) & 0xFF),
|
||||
0x40, 0x40));
|
||||
|
||||
} else if (limbIndex == 2) {
|
||||
gSPSegment(POLY_XLU_DISP++, 9,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * 3) & 0xFF,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * 3) & 0xFF,
|
||||
0xFF - ((play->state.frames * 5) & 0xFF), 0x40, 0x40, 1,
|
||||
(play->state.frames * 6) & 0xFF, 0xFF - ((play->state.frames * 0xA) & 0xFF), 0x40,
|
||||
0x40));
|
||||
|
|
|
@ -160,7 +160,8 @@ void ObjDekujr_Draw(Actor* thisx, PlayState* play) {
|
|||
|
||||
frameCount = play->state.frames;
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frameCount % 128, 0, 32, 32, 1, frameCount % 128, 0, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frameCount % 128, 0, 32, 32, 1, frameCount % 128,
|
||||
0, 32, 32));
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_dekujr.c", 399),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_dekujr_DL_0032D8);
|
||||
|
|
|
@ -200,7 +200,7 @@ void ObjIcePoly_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_ice_poly.c", 428),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames % 0x100, 0x20, 0x10, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames % 0x100, 0x20, 0x10, 1, 0,
|
||||
(play->gameplayFrames * 2) % 0x100, 0x40, 0x20));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, this->alpha);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
|
||||
|
|
|
@ -780,8 +780,8 @@ void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
|
|||
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, this->crystalColor.r, this->crystalColor.g, this->crystalColor.b, 128);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->x1TexScroll, this->y1TexScroll, 0x20, 0x20, 1,
|
||||
this->x2TexScroll, this->y2TexScroll, 0x20, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->x1TexScroll, this->y1TexScroll, 0x20, 0x20,
|
||||
1, this->x2TexScroll, this->y2TexScroll, 0x20, 0x20));
|
||||
gSPDisplayList(POLY_OPA_DISP++, opaDLists[subType]);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1533);
|
||||
|
|
|
@ -286,8 +286,8 @@ void ObjSyokudai_Draw(Actor* thisx, PlayState* play) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->flameTexScroll * -20) & 0x1FF,
|
||||
0x20, 0x80));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
(this->flameTexScroll * -20) & 0x1FF, 0x20, 0x80));
|
||||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
|
||||
|
||||
|
|
|
@ -941,8 +941,9 @@ void ObjectKankyo_DrawBeams(Actor* thisx, PlayState* play2) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, sBeamEnvColors[i].r, sBeamEnvColors[i].g, sBeamEnvColors[i].b, 128);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 1586), G_MTX_LOAD);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->state.frames * 5, play->state.frames * 10, 32,
|
||||
64, 1, play->state.frames * 5, play->state.frames * 10, 32, 64));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->state.frames * 5,
|
||||
play->state.frames * 10, 32, 64, 1, play->state.frames * 5,
|
||||
play->state.frames * 10, 32, 64));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gDemoKekkaiDL_005FF0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -156,8 +156,8 @@ void OceffSpot_Draw(Actor* thisx, PlayState* play) {
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_spot.c", 469),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_XLU_DISP++, sCylinderMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 2, scroll * (-2), 32, 32, 1, 0,
|
||||
scroll * (-8), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * (-2), 32,
|
||||
32, 1, 0, scroll * (-8), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sCylinderModelDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_spot.c", 485);
|
||||
|
|
|
@ -137,10 +137,10 @@ void OceffStorm_Draw2(Actor* thisx, PlayState* play) {
|
|||
gDPSetColorDither(POLY_XLU_DISP++, G_CD_NOISE);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 200, 200, 150, this->primColorAlpha);
|
||||
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 8, scroll * 4, 64, 64, 1,
|
||||
scroll * 4, scroll * 4, 64, 64));
|
||||
gSPTextureRectangle(POLY_XLU_DISP++, 0, 0, (SCREEN_WIDTH << 2), (SCREEN_HEIGHT << 2), G_TX_RENDERTILE, 0, 0, 140,
|
||||
(1 << 15) | (31 << 10) | 884);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 8, scroll * 4, 64,
|
||||
64, 1, scroll * 4, scroll * 4, 64, 64));
|
||||
gSPTextureRectangle(POLY_XLU_DISP++, 0, 0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, G_TX_RENDERTILE, 0, 0,
|
||||
(s32)(0.13671875 * (1 << 10)), (s32)(-0.13671875 * (1 << 10)));
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_storm.c", 477);
|
||||
}
|
||||
|
@ -166,8 +166,8 @@ void OceffStorm_Draw(Actor* thisx, PlayState* play) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, sCylinderMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 4, (0 - scroll) * 8, 32, 32, 1,
|
||||
scroll * 8, (0 - scroll) * 12, 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 4, (0 - scroll) * 8,
|
||||
32, 32, 1, scroll * 8, (0 - scroll) * 12, 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sCylinderModelDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_storm.c", 512);
|
||||
|
|
|
@ -120,8 +120,8 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 - scroll, scroll * (-2), 32, 32, 1,
|
||||
0 - scroll, scroll * (-2), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 - scroll, scroll * (-2), 32,
|
||||
32, 1, 0 - scroll, scroll * (-2), 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe.c", 398);
|
||||
|
|
|
@ -102,8 +102,8 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 100, 0, 128);
|
||||
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 6, scroll * (-6), 64, 64, 1,
|
||||
scroll * (-6), 0, 64, 64));
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 6, scroll * (-6), 64,
|
||||
64, 1, scroll * (-6), 0, 64, 64));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe2.c", 417);
|
||||
|
|
|
@ -103,8 +103,8 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
|
|||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 128);
|
||||
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 12, scroll * (-12), 64, 64, 1,
|
||||
scroll * 8, scroll * (-8), 64, 64));
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 12, scroll * (-12),
|
||||
64, 64, 1, scroll * 8, scroll * (-8), 64, 64));
|
||||
gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe3.c", 370);
|
||||
|
|
|
@ -105,8 +105,8 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
gSPDisplayList(POLY_XLU_DISP++, sMaterial2DL);
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 2, scroll * (-2), 32, 64, 1,
|
||||
scroll * (-1), scroll, 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * (-2), 32,
|
||||
64, 1, scroll * (-1), scroll, 32, 32));
|
||||
gSPDisplayList(POLY_XLU_DISP++, &sMaterial2DL[11]);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe4.c", 344);
|
||||
|
|
|
@ -10645,8 +10645,8 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
|
|||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player.c", 19317),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 32, 1, 0, (play->gameplayFrames * -15) % 128,
|
||||
16, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 32, 1, 0,
|
||||
(play->gameplayFrames * -15) % 128, 16, 32));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 255, D_8085486C);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 120, 90, 30, 128);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gHoverBootsCircleDL);
|
||||
|
@ -10733,8 +10733,8 @@ void Player_Draw(Actor* thisx, PlayState* play2) {
|
|||
f32 scale = (this->unk_84F >> 1) * 22.0f;
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) % 128, 32, 32, 1, 0,
|
||||
(play->gameplayFrames * -2) % 128, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (0 - play->gameplayFrames) % 128, 32,
|
||||
32, 1, 0, (play->gameplayFrames * -2) % 128, 32, 32));
|
||||
|
||||
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player.c", 19459),
|
||||
|
|
|
@ -90,9 +90,9 @@ void EffectSsEnFire_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, redGreen * 12.7f, 0, 0, 0);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x0, 0x80, redGreen * 12.7f, redGreen * 12.7f, 0, 255);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->rScroll * -0x14) & 0x1FF, 0x20, 0x80));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
(this->rScroll * -0x14) & 0x1FF, 0x20, 0x80));
|
||||
|
||||
if (((this->rFlags & 0x7FFF) != 0) || (this->life < 18)) {
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffFire2DL);
|
||||
|
|
|
@ -123,7 +123,7 @@ void EffectSsEnIce_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
func_8002EB44(&this->pos, &play->view.eye, &hiliteLightDir, play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames & 0xFF, 0x20, 0x10, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames & 0xFF, 0x20, 0x10, 1, 0,
|
||||
(gameplayFrames * 2) & 0xFF, 0x40, 0x20));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB,
|
||||
this->rPrimColorA);
|
||||
|
|
|
@ -62,7 +62,7 @@ void EffectSsFcircle_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, 0, 32, 64, 1, 0,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 128, 0, 32, 64, 1, 0,
|
||||
((play->gameplayFrames) * -0xF) % 256, 32, 64));
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 220, 0, (this->life * 12.75f));
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
|
||||
|
|
|
@ -124,9 +124,9 @@ void EffectSsFireTail_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, 0);
|
||||
gSPSegment(
|
||||
POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->state.frames * -0x14) & 0x1FF, 32, 128));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
|
||||
(play->state.frames * -0x14) & 0x1FF, 32, 128));
|
||||
|
||||
if (this->rType != 0) {
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffFire2DL);
|
||||
|
|
|
@ -71,8 +71,8 @@ void EffectSsIcePiece_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, (s32)alpha & 0xFF);
|
||||
func_8003435C(&this->pos, play);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (1 * frames) % 256, 0x20, 0x10, 1, 0, (2 * frames) % 256,
|
||||
0x40, 0x20));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (1 * frames) % 256, 0x20, 0x10, 1, 0,
|
||||
(2 * frames) % 256, 0x40, 0x20));
|
||||
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment1DL);
|
||||
|
||||
CLOSE_DISPS(gfxCtx, "../z_eff_ice_piece.c", 209);
|
||||
|
|
|
@ -72,7 +72,8 @@ void EffectSsIceSmoke_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 235, 235, this->rAlpha);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->life * 3, this->life * 15, 32, 64, 1, 0, 0, 32, 32));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->life * 3, this->life * 15, 32, 64, 1, 0,
|
||||
0, 32, 32));
|
||||
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
|
||||
Matrix_ReplaceRotation(&play->billboardMtxF);
|
||||
scale = this->rScale * 0.0001f;
|
||||
|
|
|
@ -55,8 +55,8 @@ void EffectSsKFire_Draw(PlayState* play, u32 index, EffectSs* this) {
|
|||
Matrix_Scale(xzScale, yScale, xzScale, MTXMODE_APPLY);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, play->state.frames * this->rScroll, 0x20,
|
||||
0x80));
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
|
||||
play->state.frames * this->rScroll, 0x20, 0x80));
|
||||
|
||||
if (this->rType >= 100) {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, this->rAlpha);
|
||||
|
|
|
@ -1684,7 +1684,8 @@ void FileSelect_Main(GameState* thisx) {
|
|||
gDPLoadTextureBlock(POLY_OPA_DISP++, controlsTextures[gSaveContext.language], G_IM_FMT_IA, G_IM_SIZ_8b, 144, 16,
|
||||
0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
|
||||
G_TX_NOLOD, G_TX_NOLOD);
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, 0x0168, 0x0330, 0x03A8, 0x0370, G_TX_RENDERTILE, 0, 0, 0x0400, 0x0400);
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, 90 << 2, 204 << 2, 234 << 2, 220 << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
|
||||
1 << 10);
|
||||
}
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
|
|
|
@ -91,7 +91,7 @@ void ConsoleLogo_Draw(ConsoleLogoState* this) {
|
|||
Gfx_SetupDL_39Opa(this->state.gfxCtx);
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetCycleType(POLY_OPA_DISP++, G_CYC_2CYCLE);
|
||||
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_XLU_SURF2, G_RM_OPA_CI | CVG_DST_WRAP);
|
||||
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_CLD_SURF2);
|
||||
gDPSetCombineLERP(POLY_OPA_DISP++, TEXEL1, PRIMITIVE, ENV_ALPHA, TEXEL0, 0, 0, 0, TEXEL0, PRIMITIVE, ENVIRONMENT,
|
||||
COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 170, 255, 255, 255);
|
||||
|
@ -105,7 +105,7 @@ void ConsoleLogo_Draw(ConsoleLogoState* this) {
|
|||
G_IM_SIZ_8b, 192, 2, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
|
||||
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gDPSetTileSize(POLY_OPA_DISP++, 1, this->uls, (this->ult & 0x7F) - idx * 4, 0, 0);
|
||||
gDPSetTileSize(POLY_OPA_DISP++, 1, this->uls, (this->ult & 0x7F) - (idx << 2), 0, 0);
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, 97 << 2, y << 2, 289 << 2, (y + 2) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
|
||||
1 << 10);
|
||||
}
|
||||
|
|
|
@ -2227,26 +2227,26 @@ void KaleidoScope_DrawGameOver(PlayState* play) {
|
|||
|
||||
VREG(89) -= 2;
|
||||
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverP1Tex, 0, 0, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverP1Tex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
||||
G_TX_NOLOD);
|
||||
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverMaskTex, 256, 1, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverMaskTex, 0x0100, 1, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, 5, G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gDPSetTileSize(POLY_OPA_DISP++, 1, 0, VREG(89) & 0x7F, 252, (VREG(89) & 0x7F) + 0x7C);
|
||||
gDPSetTileSize(POLY_OPA_DISP++, 1, 0, VREG(89) & 0x7F, 63 << 2, (31 << 2) + (VREG(89) & 0x7F));
|
||||
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, VREG(87) << 2, VREG(88) << 2, (VREG(87) + 64) << 2, (VREG(88) + 32) << 2,
|
||||
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||||
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverP2Tex, 0, 0, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverP2Tex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
||||
G_TX_NOLOD);
|
||||
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, (VREG(87) + 64) << 2, VREG(88) << 2, (VREG(87) + 128) << 2,
|
||||
(VREG(88) + 32) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||||
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverP3Tex, 0, 0, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
gDPLoadMultiBlock(POLY_OPA_DISP++, gGameOverP3Tex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_IA, G_IM_SIZ_8b, 64, 32, 0,
|
||||
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
|
||||
G_TX_NOLOD);
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, (VREG(87) + 128) << 2, VREG(88) << 2, (VREG(87) + 192) << 2,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue