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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
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afbc312024
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111 changed files with 695 additions and 604 deletions
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@ -484,9 +484,9 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
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Matrix_Push();
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gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B8118[this->actor.params]));
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gSPSegment(
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POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
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(play->gameplayFrames * -10) % 128, 32, 32));
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for (i = 0; i < 14; i++, mtx++) {
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Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
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Matrix_RotateZYX(this->unk_2A8[i].x, this->unk_2A8[i].y, this->unk_2A8[i].z, MTXMODE_APPLY);
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@ -510,7 +510,7 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
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gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 2) % 128,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->gameplayFrames * 2) % 128,
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(play->gameplayFrames * 2) % 128, 32, 32, 1, (play->gameplayFrames * -5) % 128,
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(play->gameplayFrames * -5) % 128, 32, 32));
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);
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