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wip 3, comments in KaleidoScope_DrawQuestStatus and starting to figure out the state 6 substates (unk_1E4)

This commit is contained in:
Dragorn421 2022-08-27 20:23:46 +02:00
parent 118e3f84d5
commit 8ddd1c1051
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GPG key ID: 32B53D2D16FC4118
11 changed files with 206 additions and 155 deletions

View file

@ -62,7 +62,7 @@ void KaleidoScopeCall_Update(PlayState* play) {
HREG(80) = 7;
HREG(82) = 3;
R_PAUSE_MENU_MODE = 1;
pauseCtx->unk_1E4_ps6_ = PAUSE_S6_0;
pauseCtx->unk_1E4_ps6_ = PAUSE_S6_0_IDLE_;
pauseCtx->unk_1EC = PAUSECTX_UNK_1EC_0;
pauseCtx->state = (pauseCtx->state & 0xFFFF) + 1; // PAUSECTX_STATE_2
}
@ -70,7 +70,7 @@ void KaleidoScopeCall_Update(PlayState* play) {
HREG(80) = 7;
HREG(82) = 3;
R_PAUSE_MENU_MODE = 1;
pauseCtx->unk_1E4_ps6_ = PAUSE_S6_0;
pauseCtx->unk_1E4_ps6_ = PAUSE_S6_0_IDLE_;
pauseCtx->unk_1EC = PAUSECTX_UNK_1EC_0;
pauseCtx->state = (pauseCtx->state & 0xFFFF) + 1; // PAUSECTX_STATE_9
} else if ((pauseCtx->state == PAUSECTX_STATE_2) || (pauseCtx->state == PAUSECTX_STATE_9)) {

View file

@ -70,7 +70,7 @@ void KaleidoSetup_Init(PlayState* play) {
pauseCtx->debugState = 0;
pauseCtx->alpha = 0;
pauseCtx->unk_1EA = 0;
pauseCtx->unk_1E4_ps6_ = PAUSE_S6_0;
pauseCtx->unk_1E4_ps6_ = PAUSE_S6_0_IDLE_;
pauseCtx->mode = 0;
pauseCtx->pageIndex = PAUSE_ITEM;

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@ -2764,7 +2764,7 @@ void Interface_DrawItemButtons(PlayState* play) {
G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1);
if ((pauseCtx->state < PAUSECTX_STATE_8) /* PAUSECTX_STATE_0, PAUSECTX_STATE_1, PAUSECTX_STATE_2, PAUSECTX_STATE_3,
PAUSECTX_STATE_4, PAUSECTX_STATE_5, PAUSECTX_STATE_6, PAUSECTX_STATE_7 */
PAUSECTX_STATE_4, PAUSECTX_STATE_5, PAUSECTX_STATE_6, PAUSECTX_STATE_7_SAVE_PROMPT_ */
|| (pauseCtx->state >= PAUSECTX_STATE_18_FLIP_PAGES_AND_UNPAUSE) /* PAUSECTX_STATE_18_FLIP_PAGES_AND_UNPAUSE, PAUSECTX_STATE_19_UNPAUSE */) {
if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0)) {
// Start Button Texture, Color & Label

View file

@ -1448,7 +1448,6 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
Matrix_MultVec3f(&sZeroVec, sCurBodyPartPos);
}
if (limbIndex == PLAYER_LIMB_L_HAND) {
MtxF sp14C;
Actor* hookedActor;