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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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111 changed files with 695 additions and 604 deletions
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@ -569,8 +569,9 @@ void EnDh_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
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(play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100, 0x20, 0x40));
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * -3) % 0x80, 0, 0x20,
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0x40, 1, (play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100,
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0x20, 0x40));
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
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Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
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