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Environment documentation pass (#1115)

* some docs, start introducing time macro

* most usages of CLOCK_TIME

* finish up clock time defines, format

* saving incase i need to revert

* more docs

* more docs progress

* some more docs

* format with 11

* change sos to storm

* update functions.h

* some depth stuff

* review 1 and 2

* whoops

* update zbuf stuff

* most of review 3

* enum name

* storm state enum

* review 4

* fix enum

* add comment to skyboxischanging

* review

* things dont match, committing so i can change branches

* revert struct changes

* define for override_full_control

* new clock_time macro

* fill alpha -> glare strength

* update comment

* remove indoor/outdoor, new name for underwater light variable

* remove copy pasted comment

* fix comments

* remove whitespave

* review
This commit is contained in:
fig02 2022-05-20 14:40:13 -04:00 committed by GitHub
parent d7bbe43ba7
commit 4f0018bf36
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GPG key ID: 4AEE18F83AFDEB23
50 changed files with 1339 additions and 1087 deletions

View file

@ -1476,13 +1476,13 @@ void FileChoose_LoadGame(GameState* thisx) {
gSaveContext.unk_13F0 = 0;
gSaveContext.unk_13F2 = 0;
gSaveContext.forcedSeqId = NA_BGM_GENERAL_SFX;
gSaveContext.skyboxTime = 0;
gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
gSaveContext.nextCutsceneIndex = 0xFFEF;
gSaveContext.cutsceneTrigger = 0;
gSaveContext.chamberCutsceneNum = 0;
gSaveContext.nextDayTime = 0xFFFF;
gSaveContext.unk_13C3 = 0;
gSaveContext.nextDayTime = NEXT_TIME_NONE;
gSaveContext.retainWeatherMode = false;
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
@ -1826,28 +1826,28 @@ void FileChoose_InitContext(GameState* thisx) {
ShrinkWindow_SetVal(0);
gSaveContext.skyboxTime = 0;
gSaveContext.dayTime = 0;
gSaveContext.skyboxTime = CLOCK_TIME(0, 0);
gSaveContext.dayTime = CLOCK_TIME(0, 0);
Skybox_Init(&this->state, &this->skyboxCtx, SKYBOX_NORMAL_SKY);
gTimeIncrement = 10;
gTimeSpeed = 10;
envCtx->unk_19 = 0;
envCtx->unk_1A = 0;
envCtx->unk_21 = 0;
envCtx->unk_22 = 0;
envCtx->changeSkyboxState = CHANGE_SKYBOX_INACTIVE;
envCtx->changeSkyboxTimer = 0;
envCtx->changeLightEnabled = false;
envCtx->changeLightTimer = 0;
envCtx->skyboxDmaState = SKYBOX_DMA_INACTIVE;
envCtx->skybox1Index = 99;
envCtx->skybox2Index = 99;
envCtx->unk_1F = 0;
envCtx->unk_20 = 0;
envCtx->unk_BD = 0;
envCtx->unk_17 = 2;
envCtx->lightConfig = 0;
envCtx->changeLightNextConfig = 0;
envCtx->lightSetting = 0;
envCtx->skyboxConfig = 2;
envCtx->skyboxDisabled = 0;
envCtx->skyboxBlend = 0;
envCtx->unk_84 = 0.0f;
envCtx->unk_88 = 0.0f;
envCtx->glareAlpha = 0.0f;
envCtx->lensFlareAlphaScale = 0.0f;
Environment_UpdateSkybox(SKYBOX_NORMAL_SKY, &this->envCtx, &this->skyboxCtx);

View file

@ -35,7 +35,7 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = 0xFF;
gSaveContext.showTitleCard = true;
gWeatherMode = 0;
gWeatherMode = WEATHER_MODE_CLEAR;
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
}
@ -593,16 +593,16 @@ void Select_PrintCutsceneSetting(SelectContext* this, GfxPrint* printer, u16 csI
switch (csIndex) {
case 0:
label = GFXP_HIRAGANA " ヨル " GFXP_KATAKANA "ゴロン";
gSaveContext.dayTime = 0;
gSaveContext.dayTime = CLOCK_TIME(0, 0);
break;
case 0x8000:
// clang-format off
gSaveContext.dayTime = 0x8000; label = GFXP_HIRAGANA "オヒル " GFXP_KATAKANA "ジャラ";
gSaveContext.dayTime = CLOCK_TIME(12, 0); label = GFXP_HIRAGANA "オヒル " GFXP_KATAKANA "ジャラ";
// clang-format on
break;
case 0xFFF0:
// clang-format off
gSaveContext.dayTime = 0x8000; label = "デモ00";
gSaveContext.dayTime = CLOCK_TIME(12, 0); label = "デモ00";
// clang-format on
break;
case 0xFFF1: