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ovl_En_Jsjutan with 1 non_matching (#713)

* Init

Signed-off-by: angie <angheloalf95@gmail.com>

* destroy and non_matching update

Signed-off-by: angie <angheloalf95@gmail.com>

* declare externs to data

Signed-off-by: angie <angheloalf95@gmail.com>

* nonmatching draw

Signed-off-by: angie <angheloalf95@gmail.com>

* everything is a disaster

Signed-off-by: angie <angheloalf95@gmail.com>

* import bss

Signed-off-by: angie <angheloalf95@gmail.com>

* first step to extract data

Signed-off-by: angie <angheloalf95@gmail.com>

* import data

Signed-off-by: angie <angheloalf95@gmail.com>

* func_80A89860

Signed-off-by: angie <angheloalf95@gmail.com>

* draw

Signed-off-by: angie <angheloalf95@gmail.com>

* func_80A89A6C is crap

Signed-off-by: angie <angheloalf95@gmail.com>

* EnJsjutan_Update

Signed-off-by: angie <angheloalf95@gmail.com>

* change some hexs into decs

Signed-off-by: angie <angheloalf95@gmail.com>

* convert hexs of D_80A8AA98 into decimals and run format.sh

Signed-off-by: angie <angheloalf95@gmail.com>

* move data to its own file

Signed-off-by: angie <angheloalf95@gmail.com>

* this function is nightmare

Signed-off-by: angie <angheloalf95@gmail.com>

* i'm really trying

Signed-off-by: angie <angheloalf95@gmail.com>

* i think i am finally doing it

Signed-off-by: angie <angheloalf95@gmail.com>

* move the temps to where they are used

Signed-off-by: angie <angheloalf95@gmail.com>

* rename distance

Signed-off-by: Angie <angheloalf95@gmail.com>

* rename a few variables

Signed-off-by: Angie <angheloalf95@gmail.com>

* unclamp stuff :s

Signed-off-by: Angie <angheloalf95@gmail.com>

* i tried to see if i'm going better that older way

Signed-off-by: Angie <angheloalf95@gmail.com>

* moving stuff around

Signed-off-by: Angie <angheloalf95@gmail.com>

* this is the third try

Signed-off-by: angie <angheloalf95@gmail.com>

* changing bit by bit

Signed-off-by: angie <angheloalf95@gmail.com>

* step by step

Signed-off-by: angie <angheloalf95@gmail.com>

* more stuff

Signed-off-by: angie <angheloalf95@gmail.com>

* slow

Signed-off-by: angie <angheloalf95@gmail.com>

* a few small changes

Signed-off-by: angie <angheloalf95@gmail.com>

* go back to second try

Signed-off-by: Angie <angheloalf95@gmail.com>

* changing a s8 to u8 made a bigger difference than expected

Signed-off-by: Angie <angheloalf95@gmail.com>

* i am slowly doing it

Signed-off-by: Angie <angheloalf95@gmail.com>

* some problems are so dumb

Signed-off-by: Angie <angheloalf95@gmail.com>

* it is improving slowly again

Signed-off-by: Angie <angheloalf95@gmail.com>

* erase the old tries

Signed-off-by: Angie <angheloalf95@gmail.com>

* remove four variables

Signed-off-by: Angie <angheloalf95@gmail.com>

* fix the missing instructions at the end

Signed-off-by: angie <angheloalf95@gmail.com>

* theres only regalloc problems left

Signed-off-by: angie <angheloalf95@gmail.com>

* fix stack

Signed-off-by: angie <angheloalf95@gmail.com>

* add ifdef non_matching

Signed-off-by: Angie <angheloalf95@gmail.com>

* i'm getting desesperate

Signed-off-by: Angie <angheloalf95@gmail.com>

* Remove unnecessary casts

Signed-off-by: Angie <angheloalf95@gmail.com>

* random stuff that improves codegen

Signed-off-by: angie <angheloalf95@gmail.com>

* dumb is dumb

Signed-off-by: angie <angheloalf95@gmail.com>

* erase stuff

Signed-off-by: angie <angheloalf95@gmail.com>

* add some comments

Signed-off-by: Angie <angheloalf95@gmail.com>

* use bomb_explosion param and add some comments

Signed-off-by: angie <angheloalf95@gmail.com>

* add a few comments in about stuff

Signed-off-by: Angie <angheloalf95@gmail.com>

* extract carpet's texture instead of hardcode it

Signed-off-by: Angie <angheloalf95@gmail.com>

* set segment 128 in the xml

Signed-off-by: Angie <angheloalf95@gmail.com>

* Add baseaddress, which fixes dlist in xml

Signed-off-by: Angie <angheloalf95@gmail.com>

* fix the second dlist

Signed-off-by: Angie <angheloalf95@gmail.com>

* compiler complain that the symbol doesn't exists

Signed-off-by: angie <angheloalf95@gmail.com>

* last cleanup

Signed-off-by: angie <angheloalf95@gmail.com>

* format and delete unused asm

Signed-off-by: angie <angheloalf95@gmail.com>

* Cleanup and add a few comments

Signed-off-by: Angie <angheloalf95@gmail.com>

* add non matching to spec

Signed-off-by: angie <angheloalf95@gmail.com>

* update xml and add a note to future people

Signed-off-by: angie <angheloalf95@gmail.com>

* Finally remove z_en_jsjutan_data.c

Signed-off-by: angie <angheloalf95@gmail.com>

* Rename extracted variables

Signed-off-by: angie <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.h

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* Update src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal 2021-03-27 23:47:25 -03:00 committed by GitHub
parent 43b45b91c9
commit 833dc2928d
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12 changed files with 532 additions and 657 deletions

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@ -1,4 +1,11 @@
/*
* File: z_en_jsjutan.c
* Overlay: ovl_En_Jsjutan
* Description: Magic carpet man's carpet
*/
#include "z_en_jsjutan.h"
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
#define FLAGS 0x00000009
@ -9,7 +16,6 @@ void EnJsjutan_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnJsjutan_Update(Actor* thisx, GlobalContext* globalCtx);
void EnJsjutan_Draw(Actor* thisx, GlobalContext* globalCtx);
/*
const ActorInit En_Jsjutan_InitVars = {
ACTOR_EN_JSJUTAN,
ACTORCAT_NPC,
@ -21,15 +27,466 @@ const ActorInit En_Jsjutan_InitVars = {
(ActorFunc)EnJsjutan_Update,
(ActorFunc)EnJsjutan_Draw,
};
*/
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Jsjutan/EnJsjutan_Init.s")
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Jsjutan/EnJsjutan_Destroy.s")
// Shadow texture. 32x64 I8.
u8 gJsjutanShadowTex[0x800];
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Jsjutan/func_80A89860.s")
Vec3s D_80A8EE10[0x90];
static s32 sUnused[2] = { 0, 0 };
#include "overlays/ovl_En_Jsjutan/ovl_En_Jsjutan.c"
void EnJsjutan_Init(Actor* thisx, GlobalContext* globalCtx) {
EnJsjutan* this = THIS;
s32 pad;
CollisionHeader* header = NULL;
this->dyna.actor.flags &= ~1;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gJsjutanCol, &header);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, header);
Actor_SetScale(thisx, 0.02f);
this->unk_164 = 1;
this->shadowAlpha = 100.0f;
}
void EnJsjutan_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnJsjutan* this = THIS;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
void func_80A89860(EnJsjutan* this, GlobalContext* globalCtx) {
s32 pad;
Vtx* phi_s0;
Vtx* phi_s2;
Vec3f actorPos = this->dyna.actor.world.pos;
s16 i;
phi_s0 = SEGMENTED_TO_VIRTUAL(gJsjutanShadowOddVtx);
phi_s2 = SEGMENTED_TO_VIRTUAL(gJsjutanShadowEvenVtx);
for (i = 0; i < ARRAY_COUNT(D_80A8EE10); i++, phi_s0++, phi_s2++) {
D_80A8EE10[i].x = phi_s0->v.ob[0];
D_80A8EE10[i].z = phi_s0->v.ob[2];
if (this->dyna.actor.params == ENJSJUTAN_TYPE_01) {
phi_s0->v.ob[1] = phi_s2->v.ob[1] = 0x585;
} else {
this->dyna.actor.world.pos.x = phi_s0->v.ob[0] * 0.02f + actorPos.x;
this->dyna.actor.world.pos.z = phi_s0->v.ob[2] * 0.02f + actorPos.z;
Actor_UpdateBgCheckInfo(globalCtx, &this->dyna.actor, 10.0f, 10.0f, 10.0f, 4);
phi_s0->v.ob[1] = phi_s2->v.ob[1] = this->dyna.actor.floorHeight;
this->dyna.actor.world.pos = actorPos;
}
}
}
#ifdef NON_MATCHING
// regalloc differences
void func_80A89A6C(EnJsjutan* this, GlobalContext* globalCtx) {
u8 isPlayerOnTop;
s16 i;
s16 j;
Vtx* phi_s0;
Vtx* phi_s3;
Vtx* phi_s0_2;
Vec3f sp108;
Vec3f spFC;
Vtx* phi_s0_3;
f32 temp_f0_3;
Player* player;
Actor* parent;
Actor* actorExplosive;
f32 phi_f28;
// 0 if no actor in that index of diffToTracked
u8 spE0[3];
// Tracks distance to other actors.
// Index 0 is always the Magic Carpet Man. 1 and 2 could be bombs, or EnMk and EnMs if in credits.
f32 spD4[3]; // diffToTracked X
f32 spC8[3]; // diffToTracked Y
f32 spBC[3]; // diffToTracked Z
// Tracks distance to Link
f32 spB8; // diffToPlayer X
f32 spB4; // diffToPlayer Y
f32 spB0; // diffToPlayer Z
f32 phi_f2_4;
f32 spA8; // wave amplitude (?)
Actor* actorProfessor;
Actor* actorBeanGuy;
f32 distance_1;
f32 temp_f14_2;
f32 distance_2;
f32 phi_f2_2;
f32 phi_f2_3;
u8 isInCreditsScene;
s16 index; // phi_v1_5
f32 phi_f22;
f32 aux_f20;
s16 phi_v1_4;
s16 temp_a0_3;
u16 dayTime;
isPlayerOnTop = 0;
player = PLAYER;
parent = this->dyna.actor.parent;
actorExplosive = globalCtx->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].head;
isInCreditsScene = 0;
if (globalCtx->gameplayFrames % 2 != 0) {
phi_s0 = SEGMENTED_TO_VIRTUAL(gJsjutanCarpetOddVtx);
phi_s3 = SEGMENTED_TO_VIRTUAL(gJsjutanShadowOddVtx);
} else {
phi_s0 = SEGMENTED_TO_VIRTUAL(gJsjutanCarpetEvenVtx);
phi_s3 = SEGMENTED_TO_VIRTUAL(gJsjutanShadowEvenVtx);
}
// Distance of player to carpet.
spB8 = (player->actor.world.pos.x - this->dyna.actor.world.pos.x) * 50.0f;
spB4 = (player->actor.world.pos.y - this->unk_168) * 50.0f;
spB0 = (player->actor.world.pos.z - this->dyna.actor.world.pos.z) * 50.0f;
phi_s0_2 = phi_s0;
if ((fabsf(spB8) < 5500.0f) && (fabsf(spB4) < 3000.0f) && (fabsf(spB0) < 5500.0f)) {
isPlayerOnTop = 1;
}
// Distance of Magic Carpet Salesman to carpet.
spD4[0] = (parent->world.pos.x - this->dyna.actor.world.pos.x) * 50.0f;
spC8[0] = ((parent->world.pos.y - 8.0f) - this->unk_168) * 50.0f;
spBC[0] = (parent->world.pos.z - this->dyna.actor.world.pos.z) * 50.0f;
spE0[0] = 1;
for (i = 1; i < 3; i++) {
spE0[i] = 0;
}
i = 1;
// Credits scene. The magic carpet man is friends with the bean guy and the lakeside professor.
if ((gSaveContext.entranceIndex == 0x157) && (gSaveContext.sceneSetupIndex == 8)) {
isInCreditsScene = 1;
actorProfessor = globalCtx->actorCtx.actorLists[ACTORCAT_NPC].head;
while (actorProfessor != NULL) {
if (actorProfessor->id == ACTOR_EN_MK) {
break;
}
actorProfessor = actorProfessor->next;
}
actorBeanGuy = globalCtx->actorCtx.actorLists[ACTORCAT_NPC].head;
while (actorBeanGuy != NULL) {
if (actorBeanGuy->id == ACTOR_EN_MS) {
break;
}
actorBeanGuy = actorBeanGuy->next;
}
// If somehow, neither of these two actors is not found, the game
// will dereference a NULL pointer, but this is unlikely to happen.
spD4[1] = 50.0f * (actorProfessor->world.pos.x - this->dyna.actor.world.pos.x);
spC8[1] = 50.0f * (actorProfessor->world.pos.y - this->unk_168);
spBC[1] = 50.0f * (actorProfessor->world.pos.z - this->dyna.actor.world.pos.z);
spE0[1] = 1;
spD4[2] = 50.0f * (actorBeanGuy->world.pos.x - this->dyna.actor.world.pos.x);
spC8[2] = 50.0f * (actorBeanGuy->world.pos.y - this->unk_168);
spBC[2] = 50.0f * (actorBeanGuy->world.pos.z - this->dyna.actor.world.pos.z);
spE0[2] = 1;
} else {
// Player can place bombs in carpet and it will react to it.
while (actorExplosive != NULL) {
if (i < 3) {
spD4[i] = 50.0f * (actorExplosive->world.pos.x - this->dyna.actor.world.pos.x);
spC8[i] = 50.0f * (actorExplosive->world.pos.y - this->unk_168);
spBC[i] = 50.0f * (actorExplosive->world.pos.z - this->dyna.actor.world.pos.z);
if ((fabsf(spD4[i]) < 5500.0f) && (fabsf(spC8[i]) < 3000.0f) && (fabsf(spBC[i]) < 5500.0f)) {
if (actorExplosive->params == BOMB_EXPLOSION) {
spE0[i] = 35; // Code never checks this, so it goes unused. Maybe it was planned to damage the
// carpet with explosions (?)
} else {
spE0[i] = 1;
}
}
i++;
}
actorExplosive = actorExplosive->next;
}
}
if (1) {}
// Fancy math to make a woobly and reactive carpet.
for (j = 0; j < ARRAY_COUNT(D_80A8EE10); j++, phi_s0++, phi_s3++) {
if (isPlayerOnTop) {
// Linear distance from j-th wave to player, in XZ plane.
distance_1 = sqrtf(SQ(phi_s0->n.ob[2] - spB0) + SQ(phi_s0->n.ob[0] - spB8));
// Distance percentage. 0.0f to 1.0f. 2500.0f is the max distance to an actor that this wave will consider.
phi_f2_4 = (2500.0f - distance_1) / 2500.0f;
if (phi_f2_4 < 0.0f) {
phi_f2_4 = 0.0f;
}
// phi_f28 = (spB4 * phi_f2_4) + ((this->unk_170 - (this->unk_170 * phi_f2_4)) - 200.0f);
spA8 = (spB4 * phi_f2_4) + ((this->unk_170 - (this->unk_170 * phi_f2_4)) - 200.0f);
phi_f28 = spA8;
distance_1 -= 1500.0f;
if (distance_1 < 0.0f) {
distance_1 = 0.0f;
}
spA8 = 100.0f * distance_1 * 0.01f;
if (spA8 > 100.0f) {
spA8 = 100.0f;
}
} else {
phi_f28 = this->unk_170 - 200.f;
spA8 = 100.0f;
}
for (i = 0; i < 3; i++) {
if (spE0[i] != 0) {
// Linear distance from j-th wave to whatever actor is there, in XZ plane.
distance_2 = sqrtf(SQ(phi_s0->n.ob[2] - spBC[i]) + SQ(phi_s0->n.ob[0] - spD4[i]));
if ((i == 0) || isInCreditsScene) {
phi_f2_2 = (3000.0f - distance_2) / 3000.0f;
} else {
phi_f2_2 = (2000.0f - distance_2) / 2000.0f;
}
if (phi_f2_2 < 0.0f) {
phi_f2_2 = 0.0f;
}
// temp_f14_2 = (spC8[i] * phi_f2_2) + ((this->unk_170 - (this->unk_170 * phi_f2_2)) - 200.0f);
temp_f14_2 = (spC8[i] * phi_f2_2);
temp_f14_2 += ((this->unk_170 - (this->unk_170 * phi_f2_2)) - 200.0f);
distance_2 = distance_2 - 1500.0f;
if (distance_2 < 0.0f) {
distance_2 = 0.0f;
}
phi_f2_3 = 100.0f * distance_2 * 0.01f;
if (phi_f2_3 > 100.0f) {
phi_f2_3 = 100.0f;
}
if (temp_f14_2 < phi_f28) {
phi_f28 = temp_f14_2;
}
if (phi_f2_3 < spA8) {
spA8 = phi_f2_3;
}
}
}
/**
* See https://en.wikipedia.org/wiki/Sine_wave#General_form
* k: 10000
* x: j
* w: 4000
* t: gameplayFrames
* A: spA8
* D: phi_f28
*/
temp_f0_3 = Math_SinS(globalCtx->gameplayFrames * 4000 + j * 10000);
if (this->unk_174) {
temp_f14_2 = temp_f0_3 * spA8;
phi_v1_4 = phi_f28 + (temp_f14_2);
temp_a0_3 = (phi_s3->n.ob[1] - this->unk_168) * 50.0f;
if (phi_v1_4 < temp_a0_3) {
phi_v1_4 = temp_a0_3;
}
phi_s0->n.ob[1] = phi_v1_4;
} else {
temp_f14_2 = temp_f0_3 * spA8;
phi_s0->n.ob[1] = phi_f28 + (temp_f14_2);
phi_v1_4 = temp_f14_2 * 0.5f;
phi_s0->n.ob[0] = D_80A8EE10[j].x + phi_v1_4;
phi_s0->n.ob[2] = D_80A8EE10[j].z + phi_v1_4;
phi_v1_4 = temp_f14_2;
phi_s3->n.ob[0] = D_80A8EE10[j].x + phi_v1_4;
phi_s3->n.ob[2] = D_80A8EE10[j].z + phi_v1_4;
}
}
// address: ac4 ~ bb8
if (!this->unk_174) {
this->dyna.actor.velocity.y = 0.0f;
this->dyna.actor.world.pos.y = this->unk_168;
dayTime = gSaveContext.dayTime;
if (dayTime >= 0x8000) {
dayTime = 0xFFFF - dayTime;
}
this->shadowAlpha = (dayTime * 0.00275f) + 10.0f; // (1.0f / 364.0f) ?
this->unk_170 = 1000.0f;
} else {
Math_ApproachF(&this->dyna.actor.world.pos.y, this->unk_168 - 1000.0f, 1.0f, this->dyna.actor.velocity.y);
//! Note to whoever tries to match this function:
//! daytime commonly needs the (void)0 trick.
//! could help with the temp above and some of these other memes.
//! -fig02 (https://github.com/zeldaret/oot/pull/713#discussion_r593921251)
if (!gSaveContext.dayTime) {
if (1) {}
if (1) {}
if (1) {}
if (1) {}
}
Math_ApproachF(&this->dyna.actor.velocity.y, 5.0f, 1.0f, 0.5f);
Math_ApproachF(&this->shadowAlpha, 0.0f, 1.0f, 3.0f);
Math_ApproachF(&this->unk_170, -5000.0f, 1.0f, 100.0f);
}
// address: bbc
phi_s0_3 = phi_s0_2;
if (1) {}
if (1) {}
sp108.x = 0.0f;
sp108.y = 0.0f;
sp108.z = 120.0f;
// Fancy math to smooth each part of the wave considering its neighborhood.
for (j = 0; j < ARRAY_COUNT(gJsjutanCarpetOddVtx); j++, phi_s0_3++) {
// Carpet size is 12x12.
if ((j % 12) == 11) { // Last column.
index = j - 1;
phi_f22 = phi_s0_3->n.ob[2] - phi_s0_2[index].n.ob[2];
} else {
index = j + 1;
phi_f22 = phi_s0_2[index].n.ob[2] - phi_s0_3->n.ob[2];
}
temp_f0_3 = phi_s0_2[index].n.ob[1] - phi_s0_3->n.ob[1];
phi_f22 = Math_Atan2F(phi_f22, temp_f0_3);
if (j >= 132) { // Last row.
index = j - 12;
aux_f20 = phi_s0_3->n.ob[0] - phi_s0_2[index].n.ob[0];
} else {
index = j + 12;
aux_f20 = phi_s0_2[index].n.ob[0] - phi_s0_3->n.ob[0];
}
aux_f20 = Math_Atan2F(aux_f20, temp_f0_3);
Matrix_RotateX(phi_f22, MTXMODE_NEW);
Matrix_RotateZ(aux_f20, MTXMODE_APPLY);
Matrix_MultVec3f(&sp108, &spFC);
phi_s0_3->n.n[0] = spFC.x;
phi_s0_3->n.n[1] = spFC.y;
phi_s0_3->n.n[2] = spFC.z;
}
}
#else
void func_80A89A6C(EnJsjutan* this, GlobalContext* globalCtx);
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Jsjutan/func_80A89A6C.s")
#endif
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Jsjutan/EnJsjutan_Update.s")
void EnJsjutan_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_En_Jsjutan/EnJsjutan_Draw.s")
thisx->shape.rot.x = Math_SinS(globalCtx->gameplayFrames * 3000) * 300.0f;
thisx->shape.rot.z = Math_CosS(globalCtx->gameplayFrames * 3500) * 300.0f;
}
void EnJsjutan_Draw(Actor* thisx, GlobalContext* globalCtx2) {
EnJsjutan* this = THIS;
GlobalContext* globalCtx = globalCtx2;
s16 i;
Actor* parent = thisx->parent;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_jsjutan.c", 701);
if (thisx->params == ENJSJUTAN_TYPE_01) {
thisx->world.pos.x = parent->world.pos.x;
thisx->world.pos.y = parent->world.pos.y;
thisx->world.pos.z = parent->world.pos.z;
this->unk_168 = thisx->world.pos.y;
if (this->unk_175 == 0) {
this->unk_175 = 1;
func_80A89860(this, globalCtx);
}
} else if (this->unk_175 == 0) {
this->unk_175 = 1;
thisx->world.pos.x = Math_SinS(parent->shape.rot.y) * 60.0f + parent->world.pos.x;
thisx->world.pos.y = (parent->world.pos.y + 5.0f) - 10.0f;
thisx->world.pos.z = Math_CosS(parent->shape.rot.y) * 60.0f + parent->world.pos.z;
this->unk_168 = thisx->world.pos.y;
func_80A89860(this, globalCtx);
}
func_80A89A6C(this, globalCtx);
if (this->unk_164 != 0) {
this->unk_164 = 0;
for (i = 0; i < ARRAY_COUNT(gJsjutanShadowTex); i++) {
if (((u16*)gJsjutanCarpetTex)[i] != 0) { // Hack to bypass ZAPD exporting textures as u64.
gJsjutanShadowTex[i] = 0xFF;
} else {
gJsjutanShadowTex[i] = 0;
}
}
}
func_80093D18(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (s16)this->shadowAlpha);
Matrix_Translate(thisx->world.pos.x, 3.0f, thisx->world.pos.z, MTXMODE_NEW);
Matrix_Scale(thisx->scale.x, 1.0f, thisx->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_jsjutan.c", 782),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Draws the carpet's shadow texture.
gSPDisplayList(POLY_OPA_DISP++, gJsjutanShadowVisualDL);
gDPPipeSync(POLY_OPA_DISP++);
// Draws the carpet's shadow vertices. Swaps them between frames to get a smoother result.
if (globalCtx->gameplayFrames % 2 != 0) {
gSPSegment(POLY_OPA_DISP++, 0x0C, gJsjutanShadowOddVtx);
} else {
gSPSegment(POLY_OPA_DISP++, 0x0C, gJsjutanShadowEvenVtx);
}
gSPDisplayList(POLY_OPA_DISP++, gJsjutanGeometryDL);
func_80093D18(globalCtx->state.gfxCtx);
Matrix_Translate(thisx->world.pos.x, this->unk_168 + 3.0f, thisx->world.pos.z, MTXMODE_NEW);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_jsjutan.c", 805),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Draws the carpet's texture.
gSPDisplayList(POLY_OPA_DISP++, gJsjutanCarpetVisualDL);
gDPPipeSync(POLY_OPA_DISP++);
// Draws the carpet vertices.
if (globalCtx->gameplayFrames % 2 != 0) {
gSPSegment(POLY_OPA_DISP++, 0x0C, gJsjutanCarpetOddVtx);
} else {
gSPSegment(POLY_OPA_DISP++, 0x0C, gJsjutanCarpetEvenVtx);
}
gSPDisplayList(POLY_OPA_DISP++, gJsjutanGeometryDL);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_jsjutan.c", 823);
}

View file

@ -7,10 +7,20 @@
struct EnJsjutan;
typedef struct EnJsjutan {
/* 0x0000 */ Actor actor;
/* 0x014C */ char unk_14C[0x2C];
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ u8 unk_164; // flag to set carpet shadow textures.
/* 0x0168 */ f32 unk_168; // actorYPos
/* 0x016C */ f32 shadowAlpha;
/* 0x0170 */ f32 unk_170;
/* 0x0174 */ u8 unk_174; // flag?
/* 0x0175 */ u8 unk_175; // setup flag?
} EnJsjutan; // size = 0x0178
typedef enum {
/* 0 */ ENJSJUTAN_TYPE_00,
/* 1 */ ENJSJUTAN_TYPE_01
} EnJsjutanType;
extern const ActorInit En_Jsjutan_InitVars;
#endif