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[ntsc-1.2] Match z_game_over.c, PAL 1.1 fixes (#2099)

* Match z_game_over.c (PAL 1.1 change)

* Fix previous matches that are actually PAL 1.1 changes

* Add versions.h to global.h

* Add versions.h to z_game_over.c too

* And the others too

* Fix awkward wording
This commit is contained in:
cadmic 2024-08-28 18:00:06 -07:00 committed by GitHub
parent 16ec9b1e13
commit 6e8b820184
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
4 changed files with 13 additions and 3 deletions

View file

@ -4,5 +4,6 @@
#include "functions.h"
#include "variables.h"
#include "macros.h"
#include "versions.h"
#endif

View file

@ -1,6 +1,7 @@
#include "z64game_over.h"
#include "global.h"
#include "versions.h"
void GameOver_Init(PlayState* play) {
play->gameOverCtx.state = GAMEOVER_INACTIVE;
@ -61,7 +62,12 @@ void GameOver_Update(PlayState* play) {
}
}
#if OOT_VERSION < PAL_1_1
gSaveContext.nayrusLoveTimer = 0;
#else
gSaveContext.nayrusLoveTimer = 2000;
#endif
gSaveContext.save.info.playerData.naviTimer = 0;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;

View file

@ -6,6 +6,7 @@
#include "z_en_ge3.h"
#include "assets/objects/object_geldb/object_geldb.h"
#include "versions.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
@ -237,10 +238,11 @@ s32 EnGe3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
// Turn head
case GELDB_LIMB_HEAD:
rot->x += this->headRot.y;
#if PLATFORM_GC
#if OOT_VERSION >= PAL_1_1
FALLTHROUGH;
// This is a hack to fix the color-changing clothes this Gerudo has on N64 versions
default:
// This is a hack to fix a bug present before PAL 1.1, where the actor's clothes can change color
// depending on what was drawn earlier in the frame.
OPEN_DISPS(play->state.gfxCtx, "../z_en_ge3.c", 547);
switch (limbIndex) {
case GELDB_LIMB_NECK:

View file

@ -3,6 +3,7 @@
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_oF1d_map/object_oF1d_map.h"
#include "quake.h"
#include "versions.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
@ -1577,7 +1578,7 @@ void EnGo2_Init(Actor* thisx, PlayState* play) {
this->actionFunc = EnGo2_CurledUp;
}
} else {
#if PLATFORM_GC
#if OOT_VERSION >= PAL_1_1
CLEAR_INFTABLE(INFTABLE_10C);
#endif
this->collider.dim.height = (D_80A4816C[PARAMS_GET_S(this->actor.params, 0, 5)].height * 0.6f);