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Decompiles most FBDemo and transition functions (#92)
* Decompile fbdemo (transition) files * run format.sh * reformat vtx array, fill in a couple unk * match TransitionTriforce_IsDone * add VTX macro, add DW_ wrapping around triangle macros * use new VTX macro, name graphic assets * Naming updates * pr updates * naming updates * remove symbols for COLOR_BUFFER, D_08000000, and D_09000000
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16b304d548
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46 changed files with 1905 additions and 2153 deletions
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@ -651,7 +651,7 @@ void func_80083108(GlobalContext* globalCtx) {
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Interface_ChangeAlpha(6);
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}
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if (globalCtx->unk_1241B != 0) {
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if (globalCtx->transitionMode != 0) {
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Interface_ChangeAlpha(1);
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} else if (gSaveContext.minigameState == 1) {
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Interface_ChangeAlpha(8);
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@ -1047,7 +1047,7 @@ void func_80083108(GlobalContext* globalCtx) {
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if (sp28) {
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gSaveContext.unk_13EA = 0;
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if ((globalCtx->sceneLoadFlag == 0) && (globalCtx->unk_1241B == 0)) {
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if ((globalCtx->sceneLoadFlag == 0) && (globalCtx->transitionMode == 0)) {
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Interface_ChangeAlpha(50);
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osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
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} else {
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@ -1064,7 +1064,7 @@ void Interface_SetSceneRestrictions(GlobalContext* globalCtx) {
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// clang-format off
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interfaceCtx->restrictions.hGauge = interfaceCtx->restrictions.bButton =
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interfaceCtx->restrictions.aButton = interfaceCtx->restrictions.bottles =
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interfaceCtx->restrictions.tradeItems = interfaceCtx->restrictions.hookshot =
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interfaceCtx->restrictions.tradeItems = interfaceCtx->restrictions.hookshot =
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interfaceCtx->restrictions.ocarina = interfaceCtx->restrictions.warpSongs =
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interfaceCtx->restrictions.sunsSong = interfaceCtx->restrictions.farores =
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interfaceCtx->restrictions.dinsNayrus = interfaceCtx->restrictions.all = 0;
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@ -2497,7 +2497,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
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case 7:
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) &&
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(globalCtx->msgCtx.msgMode == 0) && (globalCtx->unk_10A20 == 0) && (globalCtx->sceneLoadFlag == 0) &&
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(globalCtx->unk_1241B == 0) && !Gameplay_InCsMode(globalCtx)) {
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(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {
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if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) ||
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((gSaveContext.equips.buttonItems[1] != ITEM_LENS) &&
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(gSaveContext.equips.buttonItems[2] != ITEM_LENS) &&
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@ -3099,7 +3099,7 @@ void func_8008A994(InterfaceContext* interfaceCtx) {
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Viewport viewport;
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// clang-format off
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viewport.bottomY = SCREEN_HEIGHT; viewport.rightX = SCREEN_WIDTH;
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viewport.bottomY = SCREEN_HEIGHT; viewport.rightX = SCREEN_WIDTH;
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viewport.topY = 0; viewport.leftX = 0;
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// clang-format on
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@ -3574,7 +3574,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (globalCtx->unk_10A20 == 0) &&
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(msgCtx->msgMode == 0) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
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(globalCtx->unk_1241B == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
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(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
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(globalCtx->unk_11E5C < 2) &&
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!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
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sp274 = 0;
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@ -4136,7 +4136,7 @@ void Interface_Update(GlobalContext* globalCtx) {
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if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) &&
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(msgCtx->msgMode == 0) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
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(globalCtx->unk_1241B == 0) && !Gameplay_InCsMode(globalCtx)) {}
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(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {}
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if (gSaveContext.rupeeAccumulator != 0) {
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if (gSaveContext.rupeeAccumulator > 0) {
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@ -4216,7 +4216,7 @@ void Interface_Update(GlobalContext* globalCtx) {
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WREG(7) = interfaceCtx->unk_1F4;
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (msgCtx->msgMode == 0) &&
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(globalCtx->sceneLoadFlag == 0) && (globalCtx->unk_10A20 == 0) && (globalCtx->unk_1241B == 0) &&
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(globalCtx->sceneLoadFlag == 0) && (globalCtx->unk_10A20 == 0) && (globalCtx->transitionMode == 0) &&
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((globalCtx->csCtx.state == 0) || !func_8008E988(globalCtx))) {
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if ((gSaveContext.magicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
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gSaveContext.magicLevel = gSaveContext.doubleMagic + 1;
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