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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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@ -246,10 +246,10 @@ void MagicFire_Draw(Actor* thisx, PlayState* play) {
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G_TX_NOMIRROR | G_TX_WRAP, 6, 6, 15, G_TX_NOLOD);
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gDPSetTile(POLY_XLU_DISP++, G_IM_FMT_I, G_IM_SIZ_8b, 8, 0, 1, 0, G_TX_NOMIRROR | G_TX_WRAP, 6, 14,
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G_TX_NOMIRROR | G_TX_WRAP, 6, 14);
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gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 252, 252);
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gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 63 << 2, 63 << 2);
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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, (gameplayFrames * 2) % 512,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 512,
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511 - ((gameplayFrames * 5) % 512), 64, 64, 1, (gameplayFrames * 2) % 256,
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255 - ((gameplayFrames * 20) % 256), 32, 32));
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gSPDisplayList(POLY_XLU_DISP++, sModelDL);
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