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Merge branch 'master' into doc_pause_menu

This commit is contained in:
Dragorn421 2022-08-28 22:52:31 +02:00
commit a02cbf5d12
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GPG key ID: 32B53D2D16FC4118
26 changed files with 812 additions and 532 deletions

2
.dockerignore Normal file
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@ -0,0 +1,2 @@
*

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@ -1,4 +1,4 @@
FROM ubuntu:21.10 as build
FROM ubuntu:22.04 as build
ENV TZ=UTC
RUN ln -snf /usr/share/zoneinfo/$TZ /etc/localtime && echo $TZ > /etc/timezone && \
@ -26,5 +26,7 @@ ENV LANG C.UTF-8
RUN mkdir /oot
WORKDIR /oot
RUN git config --global --add safe.directory /oot
CMD ["/bin/sh", "-c", \
"echo 'usage:\n docker run --rm --mount type=bind,source=\"$(pwd)\",destination=/oot oot make -j$(nproc) setup\n docker run --rm --mount type=bind,source=\"$(pwd)\",destination=/oot oot make -j$(nproc)'"]

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@ -37,9 +37,9 @@
<DList Name="gRoofManRightHandDL" Offset="0x4A68"/>
<DList Name="gRoofManHeadDL" Offset="0x2CD8"/>
<!-- Kakariko Roof Man Palettes --> <!-- There's something weird going on with the TLUTs here... -->
<!-- Kakariko Roof Man Palettes -->
<Texture Name="gRoofMan1TLUT" OutName="roof_man_1_tlut" Format="rgba16" Width="16" Height="16" Offset="0x00108"/>
<Texture Name="gRoofMan2TLUT" OutName="roof_man_2_tlut" Format="ci8" Width="16" Height="16" Offset="0x1088"/>
<Texture Name="gRoofMan2TLUT" OutName="roof_man_2_tlut" Format="rgba16" Width="21" Height="8" Offset="0x1088"/>
<!-- Roof Man DisplayList Textures -->
<Texture Name="gRoofManHandBackTex" OutName="roof_man_hand_back" Format="ci8" Width="16" Height="16" Offset="0x00C08" TlutOffset="0x00108"/>
@ -47,9 +47,9 @@
<Texture Name="gRoofManThighGradientTex" OutName="roof_man_thigh_gradient" Format="ci8" Width="8" Height="8" Offset="0x00D48" TlutOffset="0x00108"/>
<Texture Name="gRoofManSandalBuckleTex" OutName="roof_man_sandal_buckle" Format="ci8" Width="16" Height="16" Offset="0x00D88" TlutOffset="0x00108"/>
<Texture Name="gRoofManTrouserPatternTex" OutName="roof_man_trouser_pattern" Format="rgba16" Width="16" Height="16" Offset="0x00E88"/>
<Texture Name="gRoofManSkinGradientTex" OutName="roof_man_skin_gradient" Format="ci8" Width="8" Height="8" Offset="0x012D8"/>
<Texture Name="gRoofManEarTex" OutName="roof_man_ear" Format="ci8" Width="16" Height="16" Offset="0x01318"/>
<Texture Name="gRoofManHairTex" OutName="roof_man_hair" Format="ci8" Width="16" Height="16" Offset="0x01418"/>
<Texture Name="gRoofManSkinGradientTex" OutName="roof_man_skin_gradient" Format="ci8" Width="8" Height="8" Offset="0x012D8" TlutOffset="0x1088"/>
<Texture Name="gRoofManEarTex" OutName="roof_man_ear" Format="ci8" Width="16" Height="16" Offset="0x01318" TlutOffset="0x1088"/>
<Texture Name="gRoofManHairTex" OutName="roof_man_hair" Format="ci8" Width="16" Height="16" Offset="0x01418" TlutOffset="0x1088"/>
<!-- Kakariko Roof Man Eye Textures -->

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@ -51,10 +51,10 @@
<Texture Name="gMidoEyeLookingUpTex" OutName="mido_eye_looking_up" Format="rgba16" Width="32" Height="32" Offset="0x520"/>
<!-- Mido DisplayList Textures -->
<Texture Name="gMidoGradientTex" OutName="gradient" Format="ci8" Width="8" Height="8" Offset="0x4E0"/>
<Texture Name="gMidoGradientTex" OutName="gradient" Format="ci8" Width="8" Height="8" Offset="0x4E0" TlutOffset="0x02E0"/>
<Texture Name="gMidoTex_D20" OutName="tex_D20" Format="rgba16" Width="8" Height="8" Offset="0xD20"/>
<Texture Name="gMidoTex_DA0" OutName="tex_DA0" Format="ci8" Width="32" Height="4" Offset="0xDA0"/>
<Texture Name="gMidoHairCurl1Tex" OutName="hair_curl_1" Format="ci8" Width="32" Height="32" Offset="0xE20"/>
<Texture Name="gMidoTex_DA0" OutName="tex_DA0" Format="ci8" Width="8" Height="16" Offset="0xDA0" TlutOffset="0x02E0"/>
<Texture Name="gMidoHairCurl1Tex" OutName="hair_curl_1" Format="ci8" Width="32" Height="32" Offset="0xE20" TlutOffset="0x02E0"/>
<Texture Name="gMidoTex_1220" OutName="tex_1220" Format="ci8" Width="8" Height="8" Offset="0x1220" TlutOffset="0x02E0"/>
<Texture Name="gMidoTex_1260" OutName="tex_1260" Format="ci8" Width="8" Height="8" Offset="0x1260" TlutOffset="0x02E0"/>
<Texture Name="gMidoBackOfHandTex" OutName="back_of_hand" Format="ci8" Width="8" Height="8" Offset="0x12A0" TlutOffset="0x02E0"/>

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@ -21,15 +21,17 @@
<Skeleton Name="gGoronSkel" Type="Flex" LimbType="Standard" Offset="0xFEF0"/>
<Texture Name="object_oF1d_map_TLUT_00C640" OutName="tlut_0000C640" Format="rgba16" Width="16" Height="16" Offset="0xC640"/>
<!-- Eye textures -->
<Texture Name="gGoronCsEyeOpenTex" OutName="eye_open" Format="ci8" Width="32" Height="32" Offset="0xCE80"/>
<Texture Name="gGoronCsEyeHalfTex" OutName="eye_half" Format="ci8" Width="32" Height="32" Offset="0xD280"/>
<Texture Name="gGoronCsEyeClosedTex" OutName="eye_closed" Format="ci8" Width="32" Height="32" Offset="0xD680"/>
<Texture Name="gGoronCsEyeClosed2Tex" OutName="eye_closed2" Format="ci8" Width="32" Height="32" Offset="0xDA80"/>
<Texture Name="gGoronCsEyeOpenTex" OutName="eye_open" Format="ci8" Width="32" Height="32" Offset="0xCE80" TlutOffset="0xC640"/>
<Texture Name="gGoronCsEyeHalfTex" OutName="eye_half" Format="ci8" Width="32" Height="32" Offset="0xD280" TlutOffset="0xC640"/>
<Texture Name="gGoronCsEyeClosedTex" OutName="eye_closed" Format="ci8" Width="32" Height="32" Offset="0xD680" TlutOffset="0xC640"/>
<Texture Name="gGoronCsEyeClosed2Tex" OutName="eye_closed2" Format="ci8" Width="32" Height="32" Offset="0xDA80" TlutOffset="0xC640"/>
<!-- Mouth textures -->
<Texture Name="gGoronCsMouthNeutralTex" OutName="mouth_neutral" Format="ci8" Width="64" Height="32" Offset="0xDE80"/>
<Texture Name="gGoronCsMouthSmileTex" OutName="mouth_smile" Format="ci8" Width="64" Height="32" Offset="0xE680"/>
<Texture Name="gGoronCsMouthNeutralTex" OutName="mouth_neutral" Format="ci8" Width="64" Height="32" Offset="0xDE80" TlutOffset="0xC640"/>
<Texture Name="gGoronCsMouthSmileTex" OutName="mouth_smile" Format="ci8" Width="64" Height="32" Offset="0xE680" TlutOffset="0xC640"/>
</File>
</Root>

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@ -57,9 +57,15 @@
<!-- Owl Perching Skeleton -->
<Skeleton Name="gOwlPerchingSkel" Type="Flex" LimbType="Standard" Offset="0x100B0"/>
<!-- The two following TLUTs are identical and both are used as TLUTs for the eye textures -->
<!-- TLUT used in gOwlPerchingSkel -->
<Texture Name="object_owl_TLUT_006DA8" OutName="tlut_00006DA8" Format="rgba16" Width="16" Height="16" Offset="0x6DA8"/>
<!-- TLUT used in gOwlFlyingSkel -->
<Texture Name="object_owl_TLUT_006FA8" OutName="tlut_00006FA8" Format="rgba16" Width="16" Height="16" Offset="0x6FA8"/>
<!-- Eye Textures -->
<Texture Name="gObjOwlEyeOpenTex" OutName="owl_eye_open" Format="ci8" Width="32" Height="32" Offset="0x89A8"/>
<Texture Name="gObjOwlEyeHalfTex" OutName="owl_eye_half" Format="ci8" Width="32" Height="32" Offset="0x8DA8"/>
<Texture Name="gObjOwlEyeClosedTex" OutName="owl_eye_closed" Format="ci8" Width="32" Height="32" Offset="0x91A8"/>
<Texture Name="gObjOwlEyeOpenTex" OutName="owl_eye_open" Format="ci8" Width="32" Height="32" Offset="0x89A8" TlutOffset="0x6DA8"/>
<Texture Name="gObjOwlEyeHalfTex" OutName="owl_eye_half" Format="ci8" Width="32" Height="32" Offset="0x8DA8" TlutOffset="0x6DA8"/>
<Texture Name="gObjOwlEyeClosedTex" OutName="owl_eye_closed" Format="ci8" Width="32" Height="32" Offset="0x91A8" TlutOffset="0x6DA8"/>
</File>
</Root>

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@ -18,8 +18,8 @@
<Texture Name="object_rl_Tex_003620" OutName="tex_00003620" Format="ci8" Width="32" Height="16" Offset="0x3620" TlutOffset="0x32A0"/>
<Texture Name="object_rl_Tex_003820" OutName="tex_00003820" Format="ci8" Width="16" Height="16" Offset="0x3820" TlutOffset="0x32A0"/>
<Texture Name="object_rl_Tex_003920" OutName="tex_00003920" Format="ci8" Width="8" Height="8" Offset="0x3920" TlutOffset="0x32A0"/>
<Texture Name="object_rl_Tex_003960" OutName="tex_00003960" Format="ci8" Width="32" Height="16" Offset="0x3960"/>
<Texture Name="object_rl_Tex_003B60" OutName="tex_00003B60" Format="ci8" Width="32" Height="16" Offset="0x3B60"/>
<Texture Name="object_rl_Tex_003960" OutName="tex_00003960" Format="ci8" Width="32" Height="16" Offset="0x3960" TlutOffset="0x32A0"/>
<Texture Name="object_rl_Tex_003B60" OutName="tex_00003B60" Format="ci8" Width="32" Height="16" Offset="0x3B60" TlutOffset="0x32A0"/>
<Texture Name="object_rl_Tex_003D60" OutName="tex_00003D60" Format="ci8" Width="8" Height="8" Offset="0x3D60" TlutOffset="0x32A0"/>
<Texture Name="object_rl_Tex_003DA0" OutName="tex_00003DA0" Format="ci8" Width="16" Height="16" Offset="0x3DA0" TlutOffset="0x32A0"/>

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@ -2,8 +2,8 @@
<File Name="object_shop_dungen" Segment="6">
<DList Name="gShopDungenWoodenShelvesDL" Offset="0xB80"/>
<Texture Name="gShopDungenStoneTLUT" OutName="stone_tlut" Format="rgba16" Width="16" Height="1" Offset="0xDE0"/>
<Texture Name="gShopDungenStone1Tex" OutName="stone1_tex" Format="ci4" Width="64" Height="64" Offset="0xE08"/>
<Texture Name="gShopDungenStone2Tex" OutName="stone2_tex" Format="ci4" Width="64" Height="64" Offset="0x1608"/>
<Texture Name="gShopDungenStone1Tex" OutName="stone1_tex" Format="ci4" Width="64" Height="64" Offset="0xE08" TlutOffset="0xDE0"/>
<Texture Name="gShopDungenStone2Tex" OutName="stone2_tex" Format="ci4" Width="64" Height="64" Offset="0x1608" TlutOffset="0xDE0"/>
<DList Name="gShopDungenStoneShelvesDL" Offset="0x27E8"/>
<Texture Name="gShopDungenWoodPlankTex" OutName="wood_plank_tex" Format="rgba16" Width="64" Height="32" Offset="0x2A20"/>
</File>

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@ -7,7 +7,7 @@
<Texture Name="gDampeEyeOpenTex" OutName="dampe_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x3B40"/>
<Texture Name="gDampeEyeHalfTex" OutName="dampe_eye_half_open" Format="rgba16" Width="32" Height="32" Offset="0x4340"/>
<Texture Name="gDampeEyeClosedTex" OutName="dampe_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x4B40"/>
<Texture Name="gDampeUnkTex" OutName="dampe_unk" Format="ci8" Width="16" Height="16" Offset="0x5540"/>
<Texture Name="gDampeUnkTex" OutName="dampe_unk" Format="ci8" Width="16" Height="16" Offset="0x5540" TlutOffset="0x3780"/>
<DList Name="gDampeShovelDL" Offset="0xACE0"/>
<DList Name="gDampeLanternDL" Offset="0xB838"/>
<DList Name="gDampeHaloDL" Offset="0xBBA0"/>

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@ -8,6 +8,7 @@
<Animation Name="gSheikPlayingHarp3Anim" Offset="0x35C8"/>
<Animation Name="gSheikPlayingHarp4Anim" Offset="0x4570"/>
<Animation Name="gSheikIdleAnim" Offset="0x4828"/>
<Texture Name="object_xc_TLUT_004A40" OutName="tlut_00004A40" Format="rgba16" Width="16" Height="16" Offset="0x4A40"/>
<Animation Name="gSheikWalkingAnim" Offset="0x12FD0"/>
<Animation Name="gSheikArmsCrossedIdleAnim" Offset="0x13AA4"/>
<Animation Name="gSheikFallingFromContortionsAnim" Offset="0x149E4"/>
@ -21,10 +22,10 @@
<Animation Name="gSheikAnim_01A048" Offset="0x1A048"/>
<Animation Name="gSheikPullingOutHarpAnim" Offset="0x1B19C"/>
<Animation Name="gSheikFallingFromSkyAnim" Offset="0x1C0E8"/>
<Texture Name="gSheikEyeOpenTex" OutName="sheik_eye_open" Format="ci8" Width="32" Height="32" Offset="0x4CC0"/>
<Texture Name="gSheikEyeHalfClosedTex" OutName="sheik_eye_half_closed" Format="ci8" Width="32" Height="32" Offset="0x50C0"/>
<Texture Name="gSheikEyeShutTex" OutName="sheik_eye_shut" Format="ci8" Width="32" Height="32" Offset="0x54C0"/>
<Texture Name="gSheikEyeSquintingTex" OutName="sheik_eye_squinting" Format="ci8" Width="32" Height="32" Offset="0x58C0"/>
<Texture Name="gSheikEyeOpenTex" OutName="eye_open" Format="ci8" Width="32" Height="32" Offset="0x4CC0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeHalfClosedTex" OutName="eye_half_closed" Format="ci8" Width="32" Height="32" Offset="0x50C0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeShutTex" OutName="eye_shut" Format="ci8" Width="32" Height="32" Offset="0x54C0" TlutOffset="0x4A40"/>
<Texture Name="gSheikEyeSquintingTex" OutName="eye_squinting" Format="ci8" Width="32" Height="32" Offset="0x58C0" TlutOffset="0x4A40"/>
<DList Name="gSheikHarpDL" Offset="0x11150"/>
<DList Name="gSheikDL_011620" Offset="0x11620"/>
<DList Name="gSheikDL_012970" Offset="0x12970"/>

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@ -14,7 +14,7 @@
<Texture Name="gDorfLightning11Tex" OutName="lightning_11" Format="i8" Width="32" Height="96" Offset="0x18E00" Static="Off"/>
<Texture Name="gDorfLightning12Tex" OutName="lightning_12" Format="i8" Width="32" Height="96" Offset="0x19A00" Static="Off"/>
<Texture Name="gDorfWindowShatterTemplateTex" OutName="window_shatter_template" Format="ci8" Width="32" Height="64" Offset="0xFD38" Static="Off"/>
<Texture Name="gDorfWindowShatterTemplateTex" OutName="window_shatter_template" Format="i8" Width="32" Height="64" Offset="0xFD38" Static="Off"/>
<DList Name="gDorfLightStreak1DL" Offset="0x1FCF0" Static="Off"/>
<DList Name="gDorfLightStreak2DL" Offset="0x1FD28" Static="Off"/>

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@ -3,15 +3,15 @@
<Texture Name="gDCDayEntranceTex" OutName="day_entrance" Format="ci8" Width="32" Height="64" Offset="0x12378" TlutOffset="0x11D70"/>
<Texture Name="gDCNightEntranceTex" OutName="night_entrance" Format="ci8" Width="32" Height="64" Offset="0x13378" TlutOffset="0x11D70"/>
<!-- these need to have TLUTs extract from room 0 at 0x11290-->
<Texture Name="gDCLavaFloor1Tex" OutName="Lava_floor_1" Format="ci8" Width="32" Height="32" Offset="0x11F78"/>
<Texture Name="gDCLavaFloor2Tex" OutName="Lava_floor_2" Format="ci8" Width="32" Height="32" Offset="0x14778"/>
<Texture Name="gDCLavaFloor3Tex" OutName="Lava_floor_3" Format="ci8" Width="32" Height="32" Offset="0x14378"/>
<Texture Name="gDCLavaFloor4Tex" OutName="Lava_floor_4" Format="ci8" Width="32" Height="32" Offset="0x13F78"/>
<Texture Name="gDCLavaFloor5Tex" OutName="Lava_floor_5" Format="ci8" Width="32" Height="32" Offset="0x14B78"/>
<Texture Name="gDCLavaFloor6Tex" OutName="Lava_floor_6" Format="ci8" Width="32" Height="32" Offset="0x13B78"/>
<Texture Name="gDCLavaFloor7Tex" OutName="Lava_floor_7" Format="ci8" Width="32" Height="32" Offset="0x12F78"/>
<Texture Name="gDCLavaFloor8Tex" OutName="Lava_floor_8" Format="ci8" Width="32" Height="32" Offset="0x12B78"/>
<!-- These textures are used in room 0 with a TLUT at 0x11290 in room 0, and in room 3 with a TLUT at 0x008630 in room 3 (those two TLUTs are identical, but duplicated) -->
<Texture Name="gDCLavaFloor1Tex" OutName="lava_floor_1" Format="ci8" Width="32" Height="32" Offset="0x11F78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor2Tex" OutName="lava_floor_2" Format="ci8" Width="32" Height="32" Offset="0x14778" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor3Tex" OutName="lava_floor_3" Format="ci8" Width="32" Height="32" Offset="0x14378" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor4Tex" OutName="lava_floor_4" Format="ci8" Width="32" Height="32" Offset="0x13F78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor5Tex" OutName="lava_floor_5" Format="ci8" Width="32" Height="32" Offset="0x14B78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor6Tex" OutName="lava_floor_6" Format="ci8" Width="32" Height="32" Offset="0x13B78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor7Tex" OutName="lava_floor_7" Format="ci8" Width="32" Height="32" Offset="0x12F78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Texture Name="gDCLavaFloor8Tex" OutName="lava_floor_8" Format="ci8" Width="32" Height="32" Offset="0x12B78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
<Cutscene Name="gDcOpeningCs" Offset="0x14F80"/>
<Scene Name="ddan_scene" Offset="0x0"/>

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@ -1,6 +1,6 @@
<Root>
<File Name="icon_item_field_static" Segment="12">
<Texture Name="gWorldMapImageTex" OutName="world_map_image" Format="ci8" Width="216" Height="128" Offset="0x0"/>
<Texture Name="gWorldMapImageTex" OutName="world_map_image" Format="ci8" Width="216" Height="128" Offset="0x0" TlutOffset="0x6C00"/>
<Texture Name="gWorldMapImageTLUT" OutName="world_map_image_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6C00"/>
<Texture Name="gWorldMapDotTex" OutName="world_map_dot" Format="ia8" Width="8" Height="8" Offset="0x6E00"/>
<Texture Name="gWorldMapAreaBox1Tex" OutName="world_map_area_box_1" Format="ia4" Width="32" Height="19" Offset="0x6E40"/>

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@ -1512,22 +1512,16 @@ void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf,
void PreRender_Init(PreRender* this);
void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
void PreRender_Destroy(PreRender* this);
void func_800C0F28(PreRender* this, Gfx** gfxp, void* buf, void* bufSave);
void func_800C1258(PreRender* this, Gfx** gfxp);
void func_800C170C(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave, u32 r, u32 g, u32 b, u32 a);
void func_800C170C(PreRender* this, Gfx** gfxp, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a);
void func_800C1AE8(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave);
void func_800C1B24(PreRender* this, Gfx** gfxp, void* fbuf, void* cvgSave);
void func_800C1E9C(PreRender* this, Gfx** gfxp);
void func_800C1F20(PreRender* this, Gfx** gfxp);
void func_800C1FA4(PreRender* this, Gfx** gfxp);
void func_800C20B4(PreRender* this, Gfx** gfxp);
void func_800C2118(PreRender* this, Gfx** gfxp);
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxp);
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxp);
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxp);
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxp);
void func_800C213C(PreRender* this, Gfx** gfxp);
void func_800C24BC(PreRender* this, Gfx** gfxp);
void func_800C24E0(PreRender* this, Gfx** gfxp);
void func_800C2500(PreRender* this, s32 x, s32 y);
void func_800C2FE4(PreRender* this);
void PreRender_Calc(PreRender* this);
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxp);
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxp);
void PreRender_ApplyFilters(PreRender* this);
void THGA_Ct(TwoHeadGfxArena* thga, Gfx* start, u32 size);
void THGA_Dt(TwoHeadGfxArena* thga);
u32 THGA_IsCrash(TwoHeadGfxArena* thga);

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@ -27,9 +27,6 @@
#define CLAMP(x, min, max) ((x) < (min) ? (min) : (x) > (max) ? (max) : (x))
#define CLAMP_MAX(x, max) ((x) > (max) ? (max) : (x))
#define CLAMP_MIN(x, min) ((x) < (min) ? (min) : (x))
#define MEDIAN3(a1, a2, a3) \
(((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \
: (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3))))
#define RGBA8(r, g, b, a) ((((r) & 0xFF) << 24) | (((g) & 0xFF) << 16) | (((b) & 0xFF) << 8) | (((a) & 0xFF) << 0))

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@ -121,7 +121,7 @@ extern u8 gDefaultShortNoteGateTimeTable[16];
extern EnvelopePoint gDefaultEnvelope[4];
extern NoteSubEu gZeroNoteSub;
extern NoteSubEu gDefaultNoteSub;
extern u16 gHeadsetPanQuantization[64];
extern u16 gHaasEffectDelaySizes[64];
extern s16 D_8012FBA8[];
extern f32 gHeadsetPanVolume[128];
extern f32 gStereoPanVolume[128];

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@ -74,6 +74,9 @@
#define STACK_TOP(stack) \
((u8*)(stack) + sizeof(stack))
// Texture memory size, 4 KiB
#define TMEM_SIZE 0x1000
// NOTE: Once we start supporting other builds, this can be changed with an ifdef
#define REGION_NATIVE REGION_EU

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@ -484,19 +484,19 @@ typedef struct SequenceLayer {
} SequenceLayer; // size = 0x80
typedef struct {
/* 0x0000 */ s16 adpcmdecState[0x10];
/* 0x0020 */ s16 finalResampleState[0x10];
/* 0x0040 */ s16 mixEnvelopeState[0x28];
/* 0x0090 */ s16 panResampleState[0x10];
/* 0x00B0 */ s16 panSamplesBuffer[0x20];
/* 0x00F0 */ s16 dummyResampleState[0x10];
} NoteSynthesisBuffers; // size = 0x110
/* 0x000 */ s16 adpcmdecState[16];
/* 0x020 */ s16 finalResampleState[16];
/* 0x040 */ s16 mixEnvelopeState[32];
/* 0x080 */ s16 unusedState[16];
/* 0x0A0 */ s16 haasEffectDelayState[32];
/* 0x0E0 */ s16 unkState[128];
} NoteSynthesisBuffers; // size = 0x1E0
typedef struct {
/* 0x00 */ u8 restart;
/* 0x01 */ u8 sampleDmaIndex;
/* 0x02 */ u8 prevHeadsetPanRight;
/* 0x03 */ u8 prevHeadsetPanLeft;
/* 0x02 */ u8 prevHaasEffectLeftDelaySize;
/* 0x03 */ u8 prevHaasEffectRightDelaySize;
/* 0x04 */ u8 reverbVol;
/* 0x05 */ u8 numParts;
/* 0x06 */ u16 samplePosFrac;
@ -559,11 +559,11 @@ typedef struct {
/* 0x01 */ u8 bookOffset : 2;
/* 0x01 */ u8 isSyntheticWave : 1;
/* 0x01 */ u8 hasTwoParts : 1;
/* 0x01 */ u8 usesHeadsetPanEffects2 : 1;
/* 0x01 */ u8 useHaasEffect : 1;
} bitField1;
/* 0x02 */ u8 gain; // Increases volume by a multiplicative scaling factor. Represented as a UQ4.4 number
/* 0x03 */ u8 headsetPanRight;
/* 0x04 */ u8 headsetPanLeft;
/* 0x03 */ u8 haasEffectLeftDelaySize;
/* 0x04 */ u8 haasEffectRightDelaySize;
/* 0x05 */ u8 reverbVol;
/* 0x06 */ u8 harmonicIndexCurAndPrev; // bits 3..2 store curHarmonicIndex, bits 1..0 store prevHarmonicIndex
/* 0x07 */ u8 unk_07;

View file

@ -1,3 +1,10 @@
/**
* @file PreRender.c
*
* This file implements various routines important to framebuffer effects, such as RDP accelerated color and depth
* buffer copies and coverage drawing. Also contains software implementations of the Video Interface anti-aliasing and
* divot filters.
*/
#include "global.h"
#include "alloca.h"
@ -33,11 +40,18 @@ void PreRender_Destroy(PreRender* this) {
ListAlloc_FreeAll(&this->alloc);
}
void func_800C0F28(PreRender* this, Gfx** gfxp, void* buf, void* bufSave) {
/**
* Copies RGBA16 image `img` to `imgDst`
*
* @param gfxp Display list pointer
* @param img Image to copy from
* @param imgDst Buffer to copy to
*/
void PreRender_CopyImage(PreRender* this, Gfx** gfxp, void* img, void* imgDst) {
Gfx* gfx;
s32 x;
s32 x2;
s32 dx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 215);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 216);
@ -45,35 +59,44 @@ void func_800C0F28(PreRender* this, Gfx** gfxp, void* buf, void* bufSave) {
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 218);
gDPPipeSync(gfx++);
// Configure the cycle type to COPY mode, disable blending
gDPSetOtherMode(gfx++,
G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_COPY | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, bufSave);
// Set the destination buffer as the color image and set the scissoring region to the entire image
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, imgDst);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
dx = 0x1000 / (this->width * 2);
// Calculate the max number of rows that can fit into TMEM at once
nRows = TMEM_SIZE / (this->width * G_IM_SIZ_16b_BYTES);
x = this->height;
x2 = 0;
while (x > 0) {
rowsRemaining = this->height;
curRow = 0;
while (rowsRemaining > 0) {
s32 uls = 0;
s32 lrs = this->width - 1;
s32 ult;
s32 lrt;
dx = CLAMP_MAX(dx, x);
ult = x2;
lrt = (ult + dx) - 1;
// Make sure that we don't load past the end of the source image
nRows = MIN(rowsRemaining, nRows);
gDPLoadTextureTile(gfx++, buf, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
// Determine the upper and lower bounds of the rect to draw
ult = curRow;
lrt = ult + nRows - 1;
// Load a horizontal strip of the source image in RGBA16 format
gDPLoadTextureTile(gfx++, img, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
// Draw that horizontal strip to the destination image, dsdx is 4 << 10 for COPY mode
gSPTextureRectangle(gfx++, uls << 2, ult << 2, lrs << 2, lrt << 2, G_TX_RENDERTILE, uls << 5, ult << 5, 4 << 10,
1 << 10);
x -= dx;
x2 += dx;
rowsRemaining -= nRows;
curRow += nRows;
}
gDPPipeSync(gfx++);
@ -81,11 +104,15 @@ void func_800C0F28(PreRender* this, Gfx** gfxp, void* buf, void* bufSave) {
*gfxp = gfx;
}
void func_800C1258(PreRender* this, Gfx** gfxp) {
/**
* Copies part of `this->fbufSave` in the region (this->ulx, this->uly), (this->lrx, this->lry) to the same location in
* `this->fbuf`.
*/
void PreRender_CopyImageRegionImpl(PreRender* this, Gfx** gfxp) {
Gfx* gfx;
s32 y;
s32 y2;
s32 dy;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 278);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 279);
@ -93,49 +120,62 @@ void func_800C1258(PreRender* this, Gfx** gfxp) {
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 281);
gDPPipeSync(gfx++);
// Configure the cycle type to COPY mode, disable blending
gDPSetOtherMode(gfx++,
G_AD_PATTERN | G_CD_MAGICSQ | G_CK_NONE | G_TC_CONV | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_COPY | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
// Set the destination buffer as the color image and set the scissoring region to the destination region
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, this->ulx, this->uly, this->lrx + 1, this->lry + 1);
dy = 0x1000 / ((this->lrxSave - this->ulxSave + 1) * 2);
// Calculate the max number of rows that can fit into TMEM at once
nRows = TMEM_SIZE / ((this->lrxSave - this->ulxSave + 1) * G_IM_SIZ_16b_BYTES);
y = (this->lrySave - this->ulySave) + 1;
y2 = 0;
while (y > 0) {
rowsRemaining = (this->lrySave - this->ulySave) + 1;
curRow = 0;
while (rowsRemaining > 0) {
s32 ult;
s32 lrt;
s32 uly;
dy = CLAMP_MAX(dy, y);
// Make sure that we don't load past the end of the source image
nRows = MIN(rowsRemaining, nRows);
ult = this->ulySave + y2;
lrt = (ult + dy) - 1;
uly = this->uly + y2;
// Determine the upper and lower bounds of the rect to draw
ult = this->ulySave + curRow;
lrt = ult + nRows - 1;
uly = this->uly + curRow;
// Load a horizontal strip of the source image in RGBA16 format
gDPLoadTextureTile(gfx++, this->fbufSave, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->widthSave, this->height - 1,
this->ulxSave, ult, this->lrxSave, lrt, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, this->ulx << 2, uly << 2, this->lrx << 2, (uly + dy - 1) << 2, G_TX_RENDERTILE,
// Draw that horizontal strip to the destination image, dsdx is 4 << 10 for COPY mode
gSPTextureRectangle(gfx++, this->ulx << 2, uly << 2, this->lrx << 2, (uly + nRows - 1) << 2, G_TX_RENDERTILE,
this->ulxSave << 5, ult << 5, 4 << 10, 1 << 10);
y -= dy;
y2 += dy;
rowsRemaining -= nRows;
curRow += nRows;
}
// Reset the color image and scissor
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
*gfxp = gfx;
}
void func_800C170C(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave, u32 r, u32 g, u32 b, u32 a) {
/**
* Copies `buf` to `bufSave`, discarding the alpha channel and modulating the RGB channel by
* the color ('r', 'g', 'b', 'a')
*/
void func_800C170C(PreRender* this, Gfx** gfxp, void* buf, void* bufSave, u32 r, u32 g, u32 b, u32 a) {
Gfx* gfx;
s32 x;
s32 x2;
s32 dx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 343);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 344);
@ -143,39 +183,51 @@ void func_800C170C(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave, u32
LogUtils_CheckNullPointer("glistp", gfx, "../PreRender.c", 346);
gDPPipeSync(gfx++);
// Set the cycle type to 1-cycle mode to use the color combiner
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
gDPSetEnvColor(gfx++, r, g, b, a);
// Redundant setting of color combiner, overwritten immediately
// Would preserve rgb exactly while replacing the alpha channel with full alpha
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1);
// Modulate TEXEL0 by ENVIRONMENT, replace alpha with full alpha
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, 1, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, 1);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, fbufSave);
// Set the destination buffer as the color image and set the scissoring region to the entire image
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, bufSave);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
dx = 0x1000 / (this->width * 2);
// Calculate the max number of rows that can fit into TMEM at once
nRows = TMEM_SIZE / (this->width * G_IM_SIZ_16b_BYTES);
x = this->height;
x2 = 0;
while (x > 0) {
rowsRemaining = this->height;
curRow = 0;
while (rowsRemaining > 0) {
s32 uls = 0;
s32 lrs = this->width - 1;
s32 ult;
s32 lrt;
dx = CLAMP_MAX(dx, x);
ult = x2;
lrt = x2 + dx - 1;
// Make sure that we don't load past the end of the source image
nRows = MIN(rowsRemaining, nRows);
gDPLoadTextureTile(gfx++, fbuf, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
// Determine the upper and lower bounds of the rect to draw
ult = curRow;
lrt = curRow + nRows - 1;
// Load a horizontal strip of the source image in RGBA16 format
gDPLoadTextureTile(gfx++, buf, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
// Draw that horizontal strip to the destination image
gSPTextureRectangle(gfx++, uls << 2, ult << 2, (lrs + 1) << 2, (lrt + 1) << 2, G_TX_RENDERTILE, uls << 5,
ult << 5, 1 << 10, 1 << 10);
x -= dx;
x2 += dx;
rowsRemaining -= nRows;
curRow += nRows;
}
gDPPipeSync(gfx++);
@ -183,15 +235,26 @@ void func_800C170C(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave, u32
*gfxp = gfx;
}
/**
* Copies `fbuf` to `fbufSave`, discarding the alpha channel and leaving the rgb channel unchanged
*/
void func_800C1AE8(PreRender* this, Gfx** gfxp, void* fbuf, void* fbufSave) {
func_800C170C(this, gfxp, fbuf, fbufSave, 255, 255, 255, 255);
}
void func_800C1B24(PreRender* this, Gfx** gfxp, void* fbuf, void* cvgSave) {
/**
* Reads the coverage values stored in the RGBA16 format `img` with dimensions `this->width`, `this->height` and
* converts it to an 8-bpp intensity image.
*
* @param gfxp Display list pointer
* @param img Image to read coverage from
* @param cvgDst Buffer to store coverage into
*/
void PreRender_CoverageRgba16ToI8(PreRender* this, Gfx** gfxp, void* img, void* cvgDst) {
Gfx* gfx;
s32 x;
s32 x2;
s32 dx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
LogUtils_CheckNullPointer("this", this, "../PreRender.c", 422);
LogUtils_CheckNullPointer("glistpp", gfxp, "../PreRender.c", 423);
@ -203,49 +266,85 @@ void func_800C1B24(PreRender* this, Gfx** gfxp, void* fbuf, void* cvgSave) {
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_PASS | G_RM_OPA_CI2);
// Set the combiner to draw the texture as-is, discarding alpha channel
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 0, 0, 0, 0, TEXEL0, 0, 0, 0, 0);
gDPSetColorImage(gfx++, G_IM_FMT_I, G_IM_SIZ_8b, this->width, cvgSave);
// Set the destination color image to the provided address
gDPSetColorImage(gfx++, G_IM_FMT_I, G_IM_SIZ_8b, this->width, cvgDst);
// Set up a scissor based on the source image
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
dx = 0x1000 / (this->width * 2);
// Calculate the max number of rows that can fit into TMEM at once
nRows = TMEM_SIZE / (this->width * G_IM_SIZ_16b_BYTES);
x = this->height;
x2 = 0;
while (x > 0) {
// Set up the number of remaining rows
rowsRemaining = this->height;
curRow = 0;
while (rowsRemaining > 0) {
s32 uls = 0;
s32 lrs = this->width - 1;
s32 ult;
s32 lrt;
dx = CLAMP_MAX(dx, x);
ult = x2;
lrt = x2 + dx - 1;
// Make sure that we don't load past the end of the source image
nRows = MIN(rowsRemaining, nRows);
gDPLoadTextureTile(gfx++, fbuf, G_IM_FMT_IA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
// Determine the upper and lower bounds of the rect to draw
ult = curRow;
lrt = curRow + nRows - 1;
// Load a horizontal strip of the source image in IA16 format. Since the source image is stored in memory as
// RGBA16, the bits are reinterpreted into IA16:
//
// r g b a
// 11111 111 11 11111 1
// i a
// 11111 111 11 11111 1
//
// I = (r << 3) | (g >> 2)
// A = (g << 6) | (b << 1) | a
//
// Since it is expected that r = g = b = cvg in the source image, this results in
// I = (cvg << 3) | (cvg >> 2)
// This expands the 5-bit coverage into an 8-bit value
gDPLoadTextureTile(gfx++, img, G_IM_FMT_IA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
// Draw that horizontal strip to the destination image. With the combiner and blender configuration set above,
// the intensity (I) channel of the loaded IA16 texture will be written as-is to the I8 color image, each pixel
// in the final image is
// I = (cvg << 3) | (cvg >> 2)
gSPTextureRectangle(gfx++, uls << 2, ult << 2, (lrs + 1) << 2, (lrt + 1) << 2, G_TX_RENDERTILE, uls << 5,
ult << 5, 1 << 10, 1 << 10);
x -= dx;
x2 += dx;
// Update the number of rows remaining and index of the row being drawn
rowsRemaining -= nRows;
curRow += nRows;
}
// Reset the color image to the current framebuffer
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxp = gfx;
}
void func_800C1E9C(PreRender* this, Gfx** gfxp) {
/**
* Saves zbuf to zbufSave
*/
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxp) {
LogUtils_CheckNullPointer("this->zbuf_save", this->zbufSave, "../PreRender.c", 481);
LogUtils_CheckNullPointer("this->zbuf", this->zbuf, "../PreRender.c", 482);
if ((this->zbufSave != NULL) && (this->zbuf != NULL)) {
func_800C0F28(this, gfxp, this->zbuf, this->zbufSave);
PreRender_CopyImage(this, gfxp, this->zbuf, this->zbufSave);
}
}
void func_800C1F20(PreRender* this, Gfx** gfxp) {
/**
* Saves fbuf to fbufSave
*/
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxp) {
LogUtils_CheckNullPointer("this->fbuf_save", this->fbufSave, "../PreRender.c", 495);
LogUtils_CheckNullPointer("this->fbuf", this->fbuf, "../PreRender.c", 496);
@ -254,40 +353,71 @@ void func_800C1F20(PreRender* this, Gfx** gfxp) {
}
}
void func_800C1FA4(PreRender* this, Gfx** gfxp) {
/**
* Fetches the coverage of the current framebuffer into an image of the same format as the current color image, storing
* it over the framebuffer in memory.
*/
void PreRender_FetchFbufCoverage(PreRender* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
gDPPipeSync(gfx++);
// Set the blend color to full white and set maximum depth
gDPSetBlendColor(gfx++, 255, 255, 255, 8);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
// Uses G_RM_VISCVG to blit the coverage values to the framebuffer
//
// G_RM_VISCVG is the following special render mode:
// IM_RD : Allow read-modify-write operations on the framebuffer
// FORCE_BL : Apply the blender to all pixels rather than just edges
// (G_BL_CLR_IN * G_BL_0 + G_BL_CLR_BL * G_BL_A_MEM) / (G_BL_0 + G_BL_CLR_BL) = G_BL_A_MEM
//
// G_BL_A_MEM ("memory alpha") is coverage, therefore this blender configuration emits only the coverage
// and discards any pixel colors. For an RGBA16 framebuffer, each of the three color channels r,g,b will
// receive the coverage value individually.
//
// Also disables other modes such as alpha compare and texture perspective correction
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_VISCVG | G_RM_VISCVG2);
// Set up a scissor with the same dimensions as the framebuffer
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
// Fill rectangle to obtain the coverage values as an RGBA16 image
gDPFillRectangle(gfx++, 0, 0, this->width, this->height);
gDPPipeSync(gfx++);
*gfxp = gfx;
}
void func_800C20B4(PreRender* this, Gfx** gfxp) {
func_800C1FA4(this, gfxp);
/**
* Draws the coverage of the current framebuffer `this->fbuf` to an I8 image at `this->cvgSave`. Overwrites
* `this->fbuf` in the process.
*/
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxp) {
PreRender_FetchFbufCoverage(this, gfxp);
LogUtils_CheckNullPointer("this->cvg_save", this->cvgSave, "../PreRender.c", 532);
if (this->cvgSave != NULL) {
func_800C1B24(this, gfxp, this->fbuf, this->cvgSave);
PreRender_CoverageRgba16ToI8(this, gfxp, this->fbuf, this->cvgSave);
}
}
void func_800C2118(PreRender* this, Gfx** gfxp) {
func_800C0F28(this, gfxp, this->zbufSave, this->zbuf);
/**
* Restores zbufSave to zbuf
*/
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxp) {
PreRender_CopyImage(this, gfxp, this->zbufSave, this->zbuf);
}
/**
* Draws a full-screen image to the current framebuffer, that sources the rgb channel from `this->fbufSave` and
* the alpha channel from `this->cvgSave` modulated by environment color.
*/
void func_800C213C(PreRender* this, Gfx** gfxp) {
Gfx* gfx;
s32 y;
s32 y2;
s32 dy;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
s32 rtile = 1;
if (this->cvgSave != NULL) {
@ -298,42 +428,52 @@ void func_800C213C(PreRender* this, Gfx** gfxp) {
gDPPipeSync(gfx++);
gDPSetEnvColor(gfx++, 255, 255, 255, 32);
// Effectively disable blending in both cycles. It's 2-cycle so that TEXEL1 can be used to point to a different
// texture tile.
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_2CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | AA_EN | CVG_DST_CLAMP | ZMODE_OPA | CVG_X_ALPHA |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1));
// Set up the color combiner: first cycle: TEXEL0, TEXEL1 + ENVIRONMENT; second cycle: G_CC_PASS2
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 1, 0, TEXEL1, ENVIRONMENT, 0, 0, 0, COMBINED, 0, 0, 0, COMBINED);
dy = 4;
nRows = 4;
y = this->height;
y2 = 0;
while (y > 0) {
rowsRemaining = this->height;
curRow = 0;
while (rowsRemaining > 0) {
s32 uls = 0;
s32 lrs = this->width - 1;
s32 ult;
s32 lrt;
dy = CLAMP_MAX(dy, y);
// Make sure that we don't load past the end of the source image
nRows = MIN(rowsRemaining, nRows);
ult = y2;
lrt = (y2 + dy - 1);
// Determine the upper and lower bounds of the rect to draw
ult = curRow;
lrt = curRow + nRows - 1;
// Load the frame buffer line
gDPLoadMultiTile(gfx++, this->fbufSave, 0x0000, G_TX_RENDERTILE, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width,
this->height, uls, ult, lrs, lrt, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Load the coverage line
gDPLoadMultiTile(gfx++, this->cvgSave, 0x0160, rtile, G_IM_FMT_I, G_IM_SIZ_8b, this->width, this->height,
uls, ult, lrs, lrt, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Draw a texture for which the rgb channels come from the framebuffer and the alpha channel comes from
// coverage, modulated by env color
gSPTextureRectangle(gfx++, uls << 2, ult << 2, (lrs + 1) << 2, (lrt + 1) << 2, G_TX_RENDERTILE, uls << 5,
ult << 5, 1 << 10, 1 << 10);
y -= dy;
y2 += dy;
rowsRemaining -= nRows;
curRow += nRows;
}
gDPPipeSync(gfx++);
@ -341,135 +481,207 @@ void func_800C213C(PreRender* this, Gfx** gfxp) {
}
}
void func_800C24BC(PreRender* this, Gfx** gfxp) {
func_800C0F28(this, gfxp, this->fbufSave, this->fbuf);
/**
* Copies fbufSave to fbuf
*/
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxp) {
PreRender_CopyImage(this, gfxp, this->fbufSave, this->fbuf);
}
void func_800C24E0(PreRender* this, Gfx** gfxp) {
func_800C1258(this, gfxp);
/**
* Copies part of `this->fbufSave` in the region (this->ulx, this->uly), (this->lrx, this->lry) to the same location in
* `this->fbuf`.
*/
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxp) {
PreRender_CopyImageRegionImpl(this, gfxp);
}
void func_800C2500(PreRender* this, s32 x, s32 y) {
/**
* Applies the Video Interface anti-aliasing of silhouette edges to an image.
*
* This filter performs a linear interpolation on partially covered pixels between the current pixel color (called
* foreground color) and a "background" pixel color obtained by sampling fully covered pixels at the six highlighted
* points in the following 5x3 neighborhood:
* _ _ _ _ _
* | o o |
* | o X o |
* | o o |
*
* Whether a pixel is partially covered is determined by reading the coverage values associated with the image.
* Coverage is a measure of how many subpixels the last drawn primitive covered. A fully covered pixel is one with a
* full coverage value, the entire pixel was covered by the primitive.
* The background color is calculated as the average of the "penultimate" minimum and maximum colors in the 5x3
* neighborhood.
*
* The final color is calculated by interpolating the foreground and background color weighted by the coverage:
* OutputColor = cvg * ForeGround + (1.0 - cvg) * BackGround
*
* This is a software implementation of the same algorithm used in the Video Interface hardware when Anti-Aliasing is
* enabled in the VI Control Register.
*
* Patent describing the algorithm:
*
* Gossett, C. P., & van Hook, T. J. (Filed 1995, Published 1998)
* Antialiasing of silhouette edges (USOO5742277A)
* U.S. Patent and Trademark Office
* Expired 2015-10-06
* https://patents.google.com/patent/US5742277A/en
*
* @param this PreRender instance
* @param x Center pixel x
* @param y Center pixel y
*/
void PreRender_AntiAliasFilter(PreRender* this, s32 x, s32 y) {
s32 i;
s32 j;
s32 buffA[3 * 5];
s32 buffR[3 * 5];
s32 buffG[3 * 5];
s32 buffB[3 * 5];
s32 x1;
s32 y1;
s32 buffCvg[5 * 3];
s32 buffR[5 * 3];
s32 buffG[5 * 3];
s32 buffB[5 * 3];
s32 xi;
s32 yi;
s32 pad;
s32 pxR;
s32 pxG;
s32 pxB;
s32 pxR2;
s32 pxG2;
s32 pxB2;
s32 pmaxR;
s32 pmaxG;
s32 pmaxB;
s32 pminR;
s32 pminG;
s32 pminB;
Color_RGBA16 pxIn;
Color_RGBA16 pxOut;
u32 pxR3;
u32 pxG3;
u32 pxB3;
u32 outR;
u32 outG;
u32 outB;
/*
Picture this as a 3x5 rectangle where the middle pixel (index 7) correspond to (x, y)
_ _ _ _ _
| 0 1 2 3 4 |
| 5 6 7 8 9 |
| A B C D E |
*/
for (i = 0; i < 3 * 5; i++) {
x1 = (i % 5) + x - 2;
y1 = (i / 5) + y - 1;
// Extract pixels in the 5x3 neighborhood
for (i = 0; i < 5 * 3; i++) {
xi = x + (i % 5) - 2;
yi = y + (i / 5) - 1;
if (x1 < 0) {
x1 = 0;
} else if (x1 > (this->width - 1)) {
x1 = this->width - 1;
// Clamp coordinates to the edges of the image
if (xi < 0) {
xi = 0;
} else if (xi > (this->width - 1)) {
xi = this->width - 1;
}
if (y1 < 0) {
y1 = 0;
} else if (y1 > (this->height - 1)) {
y1 = this->height - 1;
if (yi < 0) {
yi = 0;
} else if (yi > (this->height - 1)) {
yi = this->height - 1;
}
pxIn.rgba = this->fbufSave[x1 + y1 * this->width];
// Extract color channels for each pixel, convert 5-bit color channels to 8-bit
pxIn.rgba = this->fbufSave[xi + yi * this->width];
buffR[i] = (pxIn.r << 3) | (pxIn.r >> 2);
buffG[i] = (pxIn.g << 3) | (pxIn.g >> 2);
buffB[i] = (pxIn.b << 3) | (pxIn.b >> 2);
buffA[i] = this->cvgSave[x1 + y1 * this->width] >> 5; // A
buffCvg[i] = this->cvgSave[xi + yi * this->width] >> 5;
}
if (buffA[7] == 7) {
if (buffCvg[7] == 7) {
osSyncPrintf("Error, should not be in here \n");
return;
}
pxR = pxR2 = buffR[7];
pxG = pxG2 = buffG[7];
pxB = pxB2 = buffB[7];
pmaxR = pminR = buffR[7];
pmaxG = pminG = buffG[7];
pmaxB = pminB = buffB[7];
for (i = 1; i < 3 * 5; i += 2) {
if (buffA[i] == 7) {
if (pxR < buffR[i]) {
for (j = 1; j < 15; j += 2) {
if ((i != j) && (buffR[j] >= buffR[i]) && (buffA[j] == 7)) {
pxR = buffR[i];
// For each neighbor
for (i = 1; i < 5 * 3; i += 2) {
// Only sample fully covered pixels
if (buffCvg[i] == 7) {
// Determine "Penultimate Maximum" Value
// If current maximum is less than this neighbor
if (pmaxR < buffR[i]) {
// For each neighbor (again)
for (j = 1; j < 5 * 3; j += 2) {
// If not the neighbor we were at before, and this neighbor has a larger value and this pixel is
// fully covered, that means the neighbor at `i` is the "penultimate maximum"
if ((i != j) && (buffR[j] >= buffR[i]) && (buffCvg[j] == 7)) {
pmaxR = buffR[i];
}
}
}
if (pxG < buffG[i]) {
for (j = 1; j < 15; j += 2) {
if ((i != j) && (buffG[j] >= buffG[i]) && (buffA[j] == 7)) {
pxG = buffG[i];
if (pmaxG < buffG[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffG[j] >= buffG[i]) && (buffCvg[j] == 7)) {
pmaxG = buffG[i];
}
}
}
if (pxB < buffB[i]) {
for (j = 1; j < 15; j += 2) {
if ((i != j) && (buffB[j] >= buffB[i]) && (buffA[j] == 7)) {
pxB = buffB[i];
if (pmaxB < buffB[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffB[j] >= buffB[i]) && (buffCvg[j] == 7)) {
pmaxB = buffB[i];
}
}
}
if (1) {}
if (pxR2 > buffR[i]) {
for (j = 1; j < 15; j += 2) {
if ((i != j) && (buffR[j] <= buffR[i]) && (buffA[j] == 7)) {
pxR2 = buffR[i];
// Determine "Penultimate Minimum" Value
// Same as above with inverted conditions
if (pminR > buffR[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffR[j] <= buffR[i]) && (buffCvg[j] == 7)) {
pminR = buffR[i];
}
}
}
if (pxG2 > buffG[i]) {
for (j = 1; j < 15; j += 2) {
if ((i != j) && (buffG[j] <= buffG[i]) && (buffA[j] == 7)) {
pxG2 = buffG[i];
if (pminG > buffG[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffG[j] <= buffG[i]) && (buffCvg[j] == 7)) {
pminG = buffG[i];
}
}
}
if (pxB2 > buffB[i]) {
for (j = 1; j < 15; j += 2) {
if ((i != j) && (buffB[j] <= buffB[i]) && (buffA[j] == 7)) {
pxB2 = buffB[i];
if (pminB > buffB[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffB[j] <= buffB[i]) && (buffCvg[j] == 7)) {
pminB = buffB[i];
}
}
}
}
}
pxR3 = buffR[7] + ((s32)((7 - buffA[7]) * ((pxR + pxR2) - (buffR[7] << 1)) + 4) >> 3);
pxG3 = buffG[7] + ((s32)((7 - buffA[7]) * ((pxG + pxG2) - (buffG[7] << 1)) + 4) >> 3);
pxB3 = buffB[7] + ((s32)((7 - buffA[7]) * ((pxB + pxB2) - (buffB[7] << 1)) + 4) >> 3);
// The background color is determined by averaging the penultimate minimum and maximum pixels, and subtracting the
// ForeGround color:
// BackGround = (pMax + pMin) - (ForeGround) * 2
pxOut.r = pxR3 >> 3;
pxOut.g = pxG3 >> 3;
pxOut.b = pxB3 >> 3;
// OutputColor = cvg * ForeGround + (1.0 - cvg) * BackGround
outR = buffR[7] + ((s32)((7 - buffCvg[7]) * (pmaxR + pminR - (buffR[7] * 2)) + 4) >> 3);
outG = buffG[7] + ((s32)((7 - buffCvg[7]) * (pmaxG + pminG - (buffG[7] * 2)) + 4) >> 3);
outB = buffB[7] + ((s32)((7 - buffCvg[7]) * (pmaxB + pminB - (buffB[7] * 2)) + 4) >> 3);
pxOut.r = outR >> 3;
pxOut.g = outG >> 3;
pxOut.b = outB >> 3;
pxOut.a = 1;
this->fbufSave[x + y * this->width] = pxOut.rgba;
}
void func_800C2FE4(PreRender* this) {
// Selects the median value from a1, a2, a3
#define MEDIAN3(a1, a2, a3) \
(((a2) >= (a1)) ? (((a3) >= (a2)) ? (a2) : (((a1) >= (a3)) ? (a1) : (a3))) \
: (((a2) >= (a3)) ? (a2) : (((a3) >= (a1)) ? (a1) : (a3))))
/**
* Applies the Video Interface divot filter to an image.
*
* This filter removes "divots" in an anti-aliased image, single-pixel holes created when many boundary edges all
* occupy a single pixel. The algorithm removes these by sliding a 3-pixel-wide window across each row of pixels and
* replaces the center pixel color with the median pixel color in the window.
*
* This is a software implementation of the same algorithm used in the Video Interface hardware when OS_VI_DIVOT_ON is
* set in the VI Control Register.
*
* @param this PreRender instance
*/
void PreRender_DivotFilter(PreRender* this) {
s32 x;
s32 y;
s32 pad1;
@ -482,6 +694,9 @@ void func_800C2FE4(PreRender* this) {
s32 pxB;
for (y = 0; y < this->height; y++) {
// The divot filter is applied row-by-row as it only needs to use pixels that are horizontally adjacent
// Decompose each pixel into color channels
for (x = 0; x < this->width; x++) {
Color_RGBA16 pxIn;
@ -491,42 +706,52 @@ void func_800C2FE4(PreRender* this) {
buffB[x] = pxIn.b;
}
// Apply the divot filter itself. For pixels with partial coverage, the filter selects the median value from a
// window of 3 pixels in a horizontal row and uses that as the value for the center pixel.
for (x = 1; x < this->width - 1; x++) {
Color_RGBA16 pxOut;
s32 a = this->cvgSave[x + y * this->width];
s32 cvg = this->cvgSave[x + y * this->width];
a >>= 5;
if (a == 7) {
// Reject pixels with full coverage. The hardware video filter divot circuit checks if all 3 pixels in the
// window have partial coverage, here only the center pixel is checked.
cvg >>= 5;
if (cvg == 7) {
continue;
}
if (((HREG(80) == 0xF) ? HREG(81) : 0) != 0) {
if (((HREG(80) == 0xF) ? HREG(81) : 0) != 0) {}
// This condition is checked before entering this function, it will always pass if it runs.
if ((HREG(80) == 15 ? HREG(81) : 0) != 0) {
if ((HREG(80) == 15 ? HREG(81) : 0) != 0) {}
if (((HREG(80) == 0xF) ? HREG(81) : 0) == 5) {
if ((HREG(80) == 15 ? HREG(81) : 0) == 5) {
// Fill the pixel with full red, likely for debugging
pxR = 31;
pxG = 0;
pxB = 0;
} else {
u8* temp_s0 = &buffR[x - 1];
u8* temp_s1 = &buffG[x - 1];
u8* temp_s2 = &buffB[x - 1];
// Prepare sampling window
u8* windowR = &buffR[x - 1];
u8* windowG = &buffG[x - 1];
u8* windowB = &buffB[x - 1];
if (((HREG(80) == 0xF) ? HREG(81) : 0) == 3) {
osSyncPrintf("red=%3d %3d %3d %3d grn=%3d %3d %3d %3d blu=%3d %3d %3d %3d \n", temp_s0[0],
temp_s0[1], temp_s0[2], MEDIAN3(temp_s0[0], temp_s0[1], temp_s0[2]), temp_s1[0],
temp_s1[1], temp_s1[2], MEDIAN3(temp_s1[0], temp_s1[1], temp_s1[2]), temp_s2[0],
temp_s2[1], temp_s2[2], MEDIAN3(temp_s2[0], temp_s2[1], temp_s2[2]));
if ((HREG(80) == 15 ? HREG(81) : 0) == 3) {
osSyncPrintf("red=%3d %3d %3d %3d grn=%3d %3d %3d %3d blu=%3d %3d %3d %3d \n", windowR[0],
windowR[1], windowR[2], MEDIAN3(windowR[0], windowR[1], windowR[2]), windowG[0],
windowG[1], windowG[2], MEDIAN3(windowG[0], windowG[1], windowG[2]), windowB[0],
windowB[1], windowB[2], MEDIAN3(windowB[0], windowB[1], windowB[2]));
}
if (((HREG(80) == 0xF) ? HREG(81) : 0) == 1) {
pxR = MEDIAN3(temp_s0[0], temp_s0[1], temp_s0[2]);
pxG = MEDIAN3(temp_s1[0], temp_s1[1], temp_s1[2]);
pxB = MEDIAN3(temp_s2[0], temp_s2[1], temp_s2[2]);
// Sample the median value from the 3 pixel wide window
// (Both blocks contain the same code)
if ((HREG(80) == 15 ? HREG(81) : 0) == 1) {
pxR = MEDIAN3(windowR[0], windowR[1], windowR[2]);
pxG = MEDIAN3(windowG[0], windowG[1], windowG[2]);
pxB = MEDIAN3(windowB[0], windowB[1], windowB[2]);
} else {
pxR = MEDIAN3(temp_s0[0], temp_s0[1], temp_s0[2]);
pxG = MEDIAN3(temp_s1[0], temp_s1[1], temp_s1[2]);
pxB = MEDIAN3(temp_s2[0], temp_s2[1], temp_s2[2]);
pxR = MEDIAN3(windowR[0], windowR[1], windowR[2]);
pxG = MEDIAN3(windowG[0], windowG[1], windowG[2]);
pxB = MEDIAN3(windowB[0], windowB[1], windowB[2]);
}
}
pxOut.r = pxR;
@ -539,26 +764,32 @@ void func_800C2FE4(PreRender* this) {
}
}
void PreRender_Calc(PreRender* this) {
/**
* Applies the Video Interface anti-aliasing filter and (optionally) the divot filter to `this->fbufSave` using
* `this->cvgSave`
*/
void PreRender_ApplyFilters(PreRender* this) {
s32 x;
s32 y;
if ((this->cvgSave != NULL) && (this->fbufSave != NULL)) {
// Apply AA filter
for (y = 0; y < this->height; y++) {
for (x = 0; x < this->width; x++) {
s32 a = this->cvgSave[x + y * this->width];
s32 cvg = this->cvgSave[x + y * this->width];
a >>= 5;
a++;
if (a != 8) {
func_800C2500(this, x, y);
cvg >>= 5;
cvg++;
if (cvg != 8) {
// If this pixel has only partial coverage, perform the Video Filter interpolation on it
PreRender_AntiAliasFilter(this, x, y);
}
}
}
if (HREG(80) == 0xF ? HREG(81) : 0) {
func_800C2FE4(this);
if ((HREG(80) == 15 ? HREG(81) : 0) != 0) {
// Apply divot filter
PreRender_DivotFilter(this);
}
}
}

View file

@ -556,7 +556,7 @@ NoteSubEu gDefaultNoteSub = {
{ 1, 1, 0, 0, 0, 0, 0, 0 }, { 0 }, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
u16 gHeadsetPanQuantization[64] = {
u16 gHaasEffectDelaySizes[64] = {
30 * SAMPLE_SIZE,
29 * SAMPLE_SIZE,
28 * SAMPLE_SIZE,

View file

@ -1,8 +1,9 @@
#include "global.h"
void Audio_InitNoteSub(Note* note, NoteSubEu* sub, NoteSubAttributes* attrs) {
f32 volRight, volLeft;
s32 smallPanIndex;
f32 volLeft;
f32 volRight;
s32 halfPanIndex;
u64 pad;
u8 strongLeft;
u8 strongRight;
@ -31,22 +32,22 @@ void Audio_InitNoteSub(Note* note, NoteSubEu* sub, NoteSubAttributes* attrs) {
sub->bitField0.stereoHeadsetEffects = stereoData.stereoHeadsetEffects;
sub->bitField0.usesHeadsetPanEffects = stereoData.usesHeadsetPanEffects;
if (stereoHeadsetEffects && (gAudioContext.soundMode == SOUNDMODE_HEADSET)) {
smallPanIndex = pan >> 1;
if (smallPanIndex > 0x3F) {
smallPanIndex = 0x3F;
halfPanIndex = pan >> 1;
if (halfPanIndex > 0x3F) {
halfPanIndex = 0x3F;
}
sub->headsetPanLeft = gHeadsetPanQuantization[smallPanIndex];
sub->headsetPanRight = gHeadsetPanQuantization[0x3F - smallPanIndex];
sub->bitField1.usesHeadsetPanEffects2 = true;
sub->haasEffectRightDelaySize = gHaasEffectDelaySizes[halfPanIndex];
sub->haasEffectLeftDelaySize = gHaasEffectDelaySizes[0x3F - halfPanIndex];
sub->bitField1.useHaasEffect = true;
volLeft = gHeadsetPanVolume[pan];
volRight = gHeadsetPanVolume[0x7F - pan];
} else if (stereoHeadsetEffects && (gAudioContext.soundMode == SOUNDMODE_STEREO)) {
strongLeft = strongRight = 0;
sub->headsetPanRight = 0;
sub->headsetPanLeft = 0;
sub->bitField1.usesHeadsetPanEffects2 = false;
sub->haasEffectLeftDelaySize = 0;
sub->haasEffectRightDelaySize = 0;
sub->bitField1.useHaasEffect = false;
volLeft = gStereoPanVolume[pan];
volRight = gStereoPanVolume[0x7F - pan];
@ -945,6 +946,7 @@ void Audio_NoteInitAll(void) {
note->playbackState.portamento.speed = 0;
note->playbackState.stereoHeadsetEffects = false;
note->startSamplePos = 0;
note->synthesisState.synthesisBuffers = AudioHeap_AllocDmaMemory(&gAudioContext.miscPool, 0x1E0);
note->synthesisState.synthesisBuffers =
AudioHeap_AllocDmaMemory(&gAudioContext.miscPool, sizeof(NoteSynthesisBuffers));
}
}

View file

@ -4,7 +4,7 @@
// DMEM Addresses for the RSP
#define DMEM_TEMP 0x3C0
#define DMEM_UNCOMPRESSED_NOTE 0x580
#define DMEM_NOTE_PAN_TEMP 0x5C0
#define DMEM_HAAS_TEMP 0x5C0
#define DMEM_SCRATCH2 0x760 // = DMEM_TEMP + DMEM_2CH_SIZE + a bit more
#define DMEM_COMPRESSED_ADPCM_DATA 0x940 // = DMEM_LEFT_CH
#define DMEM_LEFT_CH 0x940
@ -14,6 +14,12 @@
#define DMEM_WET_LEFT_CH 0xC80
#define DMEM_WET_RIGHT_CH 0xE20 // = DMEM_WET_LEFT_CH + DMEM_1CH_SIZE
typedef enum {
/* 0 */ HAAS_EFFECT_DELAY_NONE,
/* 1 */ HAAS_EFFECT_DELAY_LEFT, // Delay left channel so that right channel is heard first
/* 2 */ HAAS_EFFECT_DELAY_RIGHT // Delay right channel so that left channel is heard first
} HaasEffectDelaySide;
Acmd* AudioSynth_LoadRingBufferPart(Acmd* cmd, u16 dmem, u16 startPos, s32 size, SynthesisReverb* reverb);
Acmd* AudioSynth_SaveBufferOffset(Acmd* cmd, u16 dmem, u16 offset, s32 size, s16* buf);
Acmd* AudioSynth_SaveRingBufferPart(Acmd* cmd, u16 dmem, u16 startPos, s32 size, SynthesisReverb* reverb);
@ -21,17 +27,25 @@ Acmd* AudioSynth_DoOneAudioUpdate(s16* aiBuf, s32 aiBufLen, Acmd* cmd, s32 updat
Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s16* aiBuf,
s32 aiBufLen, Acmd* cmd, s32 updateIndex);
Acmd* AudioSynth_LoadWaveSamples(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 numSamplesToLoad);
Acmd* AudioSynth_NoteApplyHeadsetPanEffects(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 bufLen,
s32 flags, s32 side);
Acmd* AudioSynth_ApplyHaasEffect(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 size, s32 flags,
s32 haasEffectDelaySide);
Acmd* AudioSynth_ProcessEnvelope(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 aiBufLen,
u16 inBuf, s32 headsetPanSettings, s32 flags);
u16 dmemSrc, s32 haasEffectDelaySide, s32 flags);
Acmd* AudioSynth_FinalResample(Acmd* cmd, NoteSynthesisState* synthState, s32 size, u16 pitch, u16 inpDmem,
s32 resampleFlags);
u32 D_801304A0 = _SHIFTL(A_ENVMIXER, 24, 8);
u32 D_801304A4 = MK_CMD(DMEM_NOTE_PAN_TEMP >> 4, DMEM_RIGHT_CH >> 4, DMEM_WET_LEFT_CH >> 4, DMEM_WET_RIGHT_CH >> 4);
u32 D_801304A8 = MK_CMD(DMEM_LEFT_CH >> 4, DMEM_NOTE_PAN_TEMP >> 4, DMEM_WET_LEFT_CH >> 4, DMEM_WET_RIGHT_CH >> 4);
u32 D_801304AC = MK_CMD(DMEM_LEFT_CH >> 4, DMEM_RIGHT_CH >> 4, DMEM_WET_LEFT_CH >> 4, DMEM_WET_RIGHT_CH >> 4);
u32 sEnvMixerOp = _SHIFTL(A_ENVMIXER, 24, 8);
// Store the left dry channel in a temp space to be delayed to produce the haas effect
u32 sEnvMixerLeftHaasDmemDests =
MK_CMD(DMEM_HAAS_TEMP >> 4, DMEM_RIGHT_CH >> 4, DMEM_WET_LEFT_CH >> 4, DMEM_WET_RIGHT_CH >> 4);
// Store the right dry channel in a temp space to be delayed to produce the haas effect
u32 sEnvMixerRightHaasDmemDests =
MK_CMD(DMEM_LEFT_CH >> 4, DMEM_HAAS_TEMP >> 4, DMEM_WET_LEFT_CH >> 4, DMEM_WET_RIGHT_CH >> 4);
u32 sEnvMixerDefaultDmemDests =
MK_CMD(DMEM_LEFT_CH >> 4, DMEM_RIGHT_CH >> 4, DMEM_WET_LEFT_CH >> 4, DMEM_WET_RIGHT_CH >> 4);
u16 D_801304B0[] = {
0x7FFF, 0xD001, 0x3FFF, 0xF001, 0x5FFF, 0x9001, 0x7FFF, 0x8001,
@ -723,7 +737,7 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
s32 nParts;
s32 curPart;
s32 sampleDataStartPad;
s32 side;
s32 haasEffectDelaySide;
s32 resampledTempLen;
u16 sampleDmemBeforeResampling;
s32 sampleDataOffset;
@ -752,8 +766,8 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
synthState->samplePosFrac = 0;
synthState->curVolLeft = 0;
synthState->curVolRight = 0;
synthState->prevHeadsetPanRight = 0;
synthState->prevHeadsetPanLeft = 0;
synthState->prevHaasEffectLeftDelaySize = 0;
synthState->prevHaasEffectRightDelaySize = 0;
synthState->reverbVol = noteSubEu->reverbVol;
synthState->numParts = 0;
synthState->unk_1A = 1;
@ -1078,7 +1092,7 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
unk7 = noteSubEu->unk_07;
unkE = noteSubEu->unk_0E;
buf = &synthState->synthesisBuffers->panSamplesBuffer[0x18];
buf = synthState->synthesisBuffers->unkState;
if (unk7 != 0 && noteSubEu->unk_0E != 0) {
AudioSynth_DMemMove(cmd++, DMEM_TEMP, DMEM_SCRATCH2, aiBufLen * SAMPLE_SIZE);
thing = DMEM_SCRATCH2 - unk7;
@ -1095,21 +1109,24 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
synthState->unk_1A = 1;
}
if (noteSubEu->headsetPanRight != 0 || synthState->prevHeadsetPanRight != 0) {
side = 1;
} else if (noteSubEu->headsetPanLeft != 0 || synthState->prevHeadsetPanLeft != 0) {
side = 2;
if ((noteSubEu->haasEffectLeftDelaySize != 0) || (synthState->prevHaasEffectLeftDelaySize != 0)) {
haasEffectDelaySide = HAAS_EFFECT_DELAY_LEFT;
} else if ((noteSubEu->haasEffectRightDelaySize != 0) || (synthState->prevHaasEffectRightDelaySize != 0)) {
haasEffectDelaySide = HAAS_EFFECT_DELAY_RIGHT;
} else {
side = 0;
haasEffectDelaySide = HAAS_EFFECT_DELAY_NONE;
}
cmd = AudioSynth_ProcessEnvelope(cmd, noteSubEu, synthState, aiBufLen, DMEM_TEMP, side, flags);
if (noteSubEu->bitField1.usesHeadsetPanEffects2) {
cmd = AudioSynth_ProcessEnvelope(cmd, noteSubEu, synthState, aiBufLen, DMEM_TEMP, haasEffectDelaySide, flags);
if (noteSubEu->bitField1.useHaasEffect) {
if (!(flags & A_INIT)) {
flags = A_CONTINUE;
}
cmd =
AudioSynth_NoteApplyHeadsetPanEffects(cmd, noteSubEu, synthState, aiBufLen * (s32)SAMPLE_SIZE, flags, side);
cmd = AudioSynth_ApplyHaasEffect(cmd, noteSubEu, synthState, aiBufLen * (s32)SAMPLE_SIZE, flags,
haasEffectDelaySide);
}
return cmd;
}
@ -1125,8 +1142,8 @@ Acmd* AudioSynth_FinalResample(Acmd* cmd, NoteSynthesisState* synthState, s32 si
}
Acmd* AudioSynth_ProcessEnvelope(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 aiBufLen,
u16 inBuf, s32 headsetPanSettings, s32 flags) {
u32 phi_a1;
u16 dmemSrc, s32 haasEffectDelaySide, s32 flags) {
u32 dmemDests;
u16 curVolLeft;
u16 targetVolLeft;
s32 phi_t1;
@ -1171,30 +1188,36 @@ Acmd* AudioSynth_ProcessEnvelope(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisS
synthState->curVolLeft = curVolLeft + (rampLeft * (aiBufLen >> 3));
synthState->curVolRight = curVolRight + (rampRight * (aiBufLen >> 3));
if (noteSubEu->bitField1.usesHeadsetPanEffects2) {
AudioSynth_ClearBuffer(cmd++, DMEM_NOTE_PAN_TEMP, DMEM_1CH_SIZE);
if (noteSubEu->bitField1.useHaasEffect) {
AudioSynth_ClearBuffer(cmd++, DMEM_HAAS_TEMP, DMEM_1CH_SIZE);
AudioSynth_EnvSetup1(cmd++, phi_t1 * 2, rampReverb, rampLeft, rampRight);
AudioSynth_EnvSetup2(cmd++, curVolLeft, curVolRight);
switch (headsetPanSettings) {
case 1:
phi_a1 = D_801304A4;
switch (haasEffectDelaySide) {
case HAAS_EFFECT_DELAY_LEFT:
// Store the left dry channel in a temp space to be delayed to produce the haas effect
dmemDests = sEnvMixerLeftHaasDmemDests;
break;
case 2:
phi_a1 = D_801304A8;
case HAAS_EFFECT_DELAY_RIGHT:
// Store the right dry channel in a temp space to be delayed to produce the haas effect
dmemDests = sEnvMixerRightHaasDmemDests;
break;
default:
phi_a1 = D_801304AC;
default: // HAAS_EFFECT_DELAY_NONE
dmemDests = sEnvMixerDefaultDmemDests;
break;
}
} else {
aEnvSetup1(cmd++, phi_t1 * 2, rampReverb, rampLeft, rampRight);
aEnvSetup2(cmd++, curVolLeft, curVolRight);
phi_a1 = D_801304AC;
dmemDests = sEnvMixerDefaultDmemDests;
}
aEnvMixer(cmd++, inBuf, aiBufLen, (sourceReverbVol & 0x80) >> 7, noteSubEu->bitField0.stereoHeadsetEffects,
aEnvMixer(cmd++, dmemSrc, aiBufLen, (sourceReverbVol & 0x80) >> 7, noteSubEu->bitField0.stereoHeadsetEffects,
noteSubEu->bitField0.usesHeadsetPanEffects, noteSubEu->bitField0.stereoStrongRight,
noteSubEu->bitField0.stereoStrongLeft, phi_a1, D_801304A0);
noteSubEu->bitField0.stereoStrongLeft, dmemDests, sEnvMixerOp);
return cmd;
}
@ -1242,61 +1265,75 @@ Acmd* AudioSynth_LoadWaveSamples(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisS
return cmd;
}
Acmd* AudioSynth_NoteApplyHeadsetPanEffects(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 bufLen,
s32 flags, s32 side) {
u16 dest;
/**
* The Haas Effect gives directionality to sound by appling a small (< 35ms) delay to either the left or right channel.
* The delay is small enough that the sound is still perceived as one sound, but the channel that is not delayed will
* reach our ear first and give a sense of directionality. The sound is directed towards the opposite side of the delay.
*/
Acmd* AudioSynth_ApplyHaasEffect(Acmd* cmd, NoteSubEu* noteSubEu, NoteSynthesisState* synthState, s32 size, s32 flags,
s32 haasEffectDelaySide) {
u16 dmemDest;
u16 pitch;
u8 prevPanShift;
u8 panShift;
u8 prevHaasEffectDelaySize;
u8 haasEffectDelaySize;
switch (side) {
case 1:
dest = DMEM_LEFT_CH;
panShift = noteSubEu->headsetPanRight;
prevPanShift = synthState->prevHeadsetPanRight;
synthState->prevHeadsetPanLeft = 0;
synthState->prevHeadsetPanRight = panShift;
switch (haasEffectDelaySide) {
case HAAS_EFFECT_DELAY_LEFT:
// Delay the sample on the left channel
// This allows the right channel to be heard first
dmemDest = DMEM_LEFT_CH;
haasEffectDelaySize = noteSubEu->haasEffectLeftDelaySize;
prevHaasEffectDelaySize = synthState->prevHaasEffectLeftDelaySize;
synthState->prevHaasEffectRightDelaySize = 0;
synthState->prevHaasEffectLeftDelaySize = haasEffectDelaySize;
break;
case 2:
dest = DMEM_RIGHT_CH;
panShift = noteSubEu->headsetPanLeft;
prevPanShift = synthState->prevHeadsetPanLeft;
synthState->prevHeadsetPanLeft = panShift;
synthState->prevHeadsetPanRight = 0;
case HAAS_EFFECT_DELAY_RIGHT:
// Delay the sample on the right channel
// This allows the left channel to be heard first
dmemDest = DMEM_RIGHT_CH;
haasEffectDelaySize = noteSubEu->haasEffectRightDelaySize;
prevHaasEffectDelaySize = synthState->prevHaasEffectRightDelaySize;
synthState->prevHaasEffectRightDelaySize = haasEffectDelaySize;
synthState->prevHaasEffectLeftDelaySize = 0;
break;
default:
default: // HAAS_EFFECT_DELAY_NONE
return cmd;
}
if (flags != A_INIT) {
// Slightly adjust the sample rate in order to fit a change in pan shift
if (panShift != prevPanShift) {
pitch = (((bufLen << 0xF) / 2) - 1) / ((bufLen + panShift - prevPanShift - 2) / 2);
aSetBuffer(cmd++, 0, DMEM_NOTE_PAN_TEMP, DMEM_TEMP, bufLen + panShift - prevPanShift);
// Slightly adjust the sample rate in order to fit a change in sample delay
if (haasEffectDelaySize != prevHaasEffectDelaySize) {
pitch = (((size << 0xF) / 2) - 1) / ((size + haasEffectDelaySize - prevHaasEffectDelaySize - 2) / 2);
aSetBuffer(cmd++, 0, DMEM_HAAS_TEMP, DMEM_TEMP, size + haasEffectDelaySize - prevHaasEffectDelaySize);
aResampleZoh(cmd++, pitch, 0);
} else {
aDMEMMove(cmd++, DMEM_NOTE_PAN_TEMP, DMEM_TEMP, bufLen);
aDMEMMove(cmd++, DMEM_HAAS_TEMP, DMEM_TEMP, size);
}
if (prevPanShift != 0) {
aLoadBuffer(cmd++, &synthState->synthesisBuffers->panResampleState[0x8], DMEM_NOTE_PAN_TEMP,
ALIGN16(prevPanShift));
aDMEMMove(cmd++, DMEM_TEMP, DMEM_NOTE_PAN_TEMP + prevPanShift, bufLen + panShift - prevPanShift);
if (prevHaasEffectDelaySize != 0) {
aLoadBuffer(cmd++, synthState->synthesisBuffers->haasEffectDelayState, DMEM_HAAS_TEMP,
ALIGN16(prevHaasEffectDelaySize));
aDMEMMove(cmd++, DMEM_TEMP, DMEM_HAAS_TEMP + prevHaasEffectDelaySize,
size + haasEffectDelaySize - prevHaasEffectDelaySize);
} else {
aDMEMMove(cmd++, DMEM_TEMP, DMEM_NOTE_PAN_TEMP, bufLen + panShift);
aDMEMMove(cmd++, DMEM_TEMP, DMEM_HAAS_TEMP, size + haasEffectDelaySize);
}
} else {
// Just shift right
aDMEMMove(cmd++, DMEM_NOTE_PAN_TEMP, DMEM_TEMP, bufLen);
aClearBuffer(cmd++, DMEM_NOTE_PAN_TEMP, panShift);
aDMEMMove(cmd++, DMEM_TEMP, DMEM_NOTE_PAN_TEMP + panShift, bufLen);
// Just apply a delay directly
aDMEMMove(cmd++, DMEM_HAAS_TEMP, DMEM_TEMP, size);
aClearBuffer(cmd++, DMEM_HAAS_TEMP, haasEffectDelaySize);
aDMEMMove(cmd++, DMEM_TEMP, DMEM_HAAS_TEMP + haasEffectDelaySize, size);
}
if (panShift) {
if (haasEffectDelaySize) { // != 0
// Save excessive samples for next iteration
aSaveBuffer(cmd++, DMEM_NOTE_PAN_TEMP + bufLen, &synthState->synthesisBuffers->panResampleState[0x8],
ALIGN16(panShift));
aSaveBuffer(cmd++, DMEM_HAAS_TEMP + size, synthState->synthesisBuffers->haasEffectDelayState,
ALIGN16(haasEffectDelaySize));
}
aAddMixer(cmd++, ALIGN64(bufLen), DMEM_NOTE_PAN_TEMP, dest, 0x7FFF);
aAddMixer(cmd++, ALIGN64(size), DMEM_HAAS_TEMP, dmemDest, 0x7FFF);
return cmd;
}

View file

@ -357,8 +357,8 @@ void Play_Init(GameState* thisx) {
SREG(91) = -1;
R_PAUSE_MENU_MODE = PAUSE_MENU_REG_MODE_0;
PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0);
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0);
PreRender_SetValuesSave(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, NULL);
PreRender_SetValues(&this->pauseBgPreRender, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL);
gTrnsnUnkState = 0;
this->transitionMode = TRANS_MODE_OFF;
FrameAdvance_Init(&this->frameAdvCtx);
@ -1112,7 +1112,7 @@ void Play_Draw(PlayState* this) {
if (R_PAUSE_MENU_MODE == PAUSE_MENU_REG_MODE_2) {
Sched_FlushTaskQueue();
PreRender_Calc(&this->pauseBgPreRender);
PreRender_ApplyFilters(&this->pauseBgPreRender);
R_PAUSE_MENU_MODE = PAUSE_MENU_REG_MODE_3;
} else if (R_PAUSE_MENU_MODE >= PAUSE_MENU_REG_MODE_MAX) {
R_PAUSE_MENU_MODE = PAUSE_MENU_REG_MODE_0;
@ -1121,7 +1121,7 @@ void Play_Draw(PlayState* this) {
if (R_PAUSE_MENU_MODE == PAUSE_MENU_REG_MODE_3) {
Gfx* sp84 = POLY_OPA_DISP;
func_800C24BC(&this->pauseBgPreRender, &sp84);
PreRender_RestoreFramebuffer(&this->pauseBgPreRender, &sp84);
POLY_OPA_DISP = sp84;
goto Play_Draw_DrawOverlayElements;
} else {
@ -1238,10 +1238,10 @@ void Play_Draw(PlayState* this) {
this->pauseBgPreRender.fbuf = gfxCtx->curFrameBuffer;
this->pauseBgPreRender.fbufSave = (u16*)gZBuffer;
func_800C1F20(&this->pauseBgPreRender, &sp70);
PreRender_SaveFramebuffer(&this->pauseBgPreRender, &sp70);
if (R_PAUSE_MENU_MODE == PAUSE_MENU_REG_MODE_1) {
this->pauseBgPreRender.cvgSave = (u8*)gfxCtx->curFrameBuffer;
func_800C20B4(&this->pauseBgPreRender, &sp70);
PreRender_DrawCoverage(&this->pauseBgPreRender, &sp70);
R_PAUSE_MENU_MODE = PAUSE_MENU_REG_MODE_2;
} else {
gTrnsnUnkState = 2;

View file

@ -15,21 +15,21 @@ void EnDodojr_Destroy(Actor* thisx, PlayState* play);
void EnDodojr_Update(Actor* thisx, PlayState* play);
void EnDodojr_Draw(Actor* thisx, PlayState* play);
void func_809F73AC(EnDodojr* this, PlayState* play);
void func_809F7BE4(EnDodojr* this, PlayState* play);
void func_809F74C4(EnDodojr* this, PlayState* play);
void func_809F758C(EnDodojr* this, PlayState* play);
void func_809F786C(EnDodojr* this, PlayState* play);
void func_809F799C(EnDodojr* this, PlayState* play);
void func_809F78EC(EnDodojr* this, PlayState* play);
void func_809F773C(EnDodojr* this, PlayState* play);
void func_809F77AC(EnDodojr* this, PlayState* play);
void func_809F784C(EnDodojr* this, PlayState* play);
void func_809F7AB8(EnDodojr* this, PlayState* play);
void func_809F7A00(EnDodojr* this, PlayState* play);
void func_809F7B3C(EnDodojr* this, PlayState* play);
void func_809F7C48(EnDodojr* this, PlayState* play);
void func_809F768C(EnDodojr* this, PlayState* play);
void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play);
void EnDodojr_DropItem(EnDodojr* this, PlayState* play);
void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play);
void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play);
void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play);
void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play);
void EnDodojr_Stunned(EnDodojr* this, PlayState* play);
void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play);
void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play);
void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play);
void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play);
void EnDodojr_Despawn(EnDodojr* this, PlayState* play);
void EnDodojr_DeathSequence(EnDodojr* this, PlayState* play);
void EnDodojr_WaitFreezeFrames(EnDodojr* this, PlayState* play);
void EnDodojr_EatBomb(EnDodojr* this, PlayState* play);
const ActorInit En_Dodojr_InitVars = {
ACTOR_EN_DODOJR,
@ -80,7 +80,7 @@ void EnDodojr_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.02f);
this->actionFunc = func_809F73AC;
this->actionFunc = EnDodojr_WaitUnderground;
}
void EnDodojr_Destroy(Actor* thisx, PlayState* play) {
@ -89,12 +89,12 @@ void EnDodojr_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->collider);
}
void func_809F64D0(EnDodojr* this) {
void EnDodojr_DoSwallowedBombEffects(EnDodojr* this) {
Audio_PlayActorSfx2(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, 8);
}
void func_809F6510(EnDodojr* this, PlayState* play, s32 count) {
void EnDodojr_SpawnLargeDust(EnDodojr* this, PlayState* play, s32 count) {
Color_RGBA8 prim = { 170, 130, 90, 255 };
Color_RGBA8 env = { 100, 60, 20, 0 };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
@ -116,7 +116,7 @@ void func_809F6510(EnDodojr* this, PlayState* play, s32 count) {
}
}
void func_809F6730(EnDodojr* this, PlayState* play, Vec3f* arg2) {
void EnDodojr_SpawnSmallDust(EnDodojr* this, PlayState* play, Vec3f* arg2) {
Color_RGBA8 prim = { 170, 130, 90, 255 };
Color_RGBA8 env = { 100, 60, 20, 0 };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
@ -135,32 +135,32 @@ void func_809F6730(EnDodojr* this, PlayState* play, Vec3f* arg2) {
func_8002836C(play, &pos, &velocity, &accel, &prim, &env, 100, 60, 8);
}
s32 func_809F68B0(EnDodojr* this, PlayState* play) {
s32 EnDodojr_UpdateBounces(EnDodojr* this, PlayState* play) {
if (this->actor.velocity.y >= 0.0f) {
return 0;
return false;
}
if (this->unk_1FC == 0) {
return 0;
if (this->counter == 0) {
return false;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
this->dustPos = this->actor.world.pos;
func_809F6510(this, play, 10);
this->actor.velocity.y = 10.0f / (4 - this->unk_1FC);
this->unk_1FC--;
EnDodojr_SpawnLargeDust(this, play, 10);
this->actor.velocity.y = 10.0f / (4 - this->counter);
this->counter--;
if (this->unk_1FC == 0) {
if (this->counter == 0) {
this->actor.velocity.y = 0.0f;
return 1;
return true;
}
}
return 0;
return false;
}
void func_809F6994(EnDodojr* this) {
void EnDodojr_SetupCrawlTowardsTarget(EnDodojr* this) {
f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000860);
Animation_Change(&this->skelAnime, &object_dodojr_Anim_000860, 1.8f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, -10.0f);
@ -169,7 +169,7 @@ void func_809F6994(EnDodojr* this) {
this->actor.gravity = -0.8f;
}
void func_809F6A20(EnDodojr* this) {
void EnDodojr_SetupFlipBounce(EnDodojr* this) {
f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_0004A0);
Animation_Change(&this->skelAnime, &object_dodojr_Anim_0004A0, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -10.0f);
@ -178,13 +178,13 @@ void func_809F6A20(EnDodojr* this) {
this->actor.velocity.z = 0.0f;
this->actor.gravity = -0.8f;
if (this->unk_1FC == 0) {
this->unk_1FC = 3;
if (this->counter == 0) {
this->counter = 3;
this->actor.velocity.y = 10.0f;
}
}
void func_809F6AC4(EnDodojr* this) {
void EnDodojr_SetupSwallowedBombDeathSequence(EnDodojr* this) {
f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_0005F0);
Animation_Change(&this->skelAnime, &object_dodojr_Anim_0005F0, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, 0.0f);
@ -192,26 +192,26 @@ void func_809F6AC4(EnDodojr* this) {
this->actor.gravity = -0.8f;
}
void func_809F6B38(EnDodojr* this) {
void EnDodojr_SetupJumpAttackBounce(EnDodojr* this) {
f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000724);
Animation_Change(&this->skelAnime, &object_dodojr_Anim_000724, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP, -10.0f);
this->actor.gravity = -0.8f;
this->unk_1FC = 3;
this->counter = 3;
this->actor.velocity.y = 10.0f;
}
void func_809F6BBC(EnDodojr* this) {
void EnDodojr_SetupDespawn(EnDodojr* this) {
this->actor.shape.shadowDraw = NULL;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.home.pos = this->actor.world.pos;
this->actor.speedXZ = 0.0f;
this->actor.gravity = -0.8f;
this->timer3 = 30;
this->timer = 30;
this->dustPos = this->actor.world.pos;
}
void func_809F6C24(EnDodojr* this) {
void EnDodojr_SetupEatBomb(EnDodojr* this) {
Animation_Change(&this->skelAnime, &object_dodojr_Anim_000724, 1.0f, 8.0f, 12.0f, ANIMMODE_ONCE, 0.0f);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_EAT);
this->actor.speedXZ = 0.0f;
@ -220,10 +220,10 @@ void func_809F6C24(EnDodojr* this) {
this->actor.gravity = -0.8f;
}
s32 func_809F6CA4(EnDodojr* this, PlayState* play) {
s32 EnDodojr_CheckNearbyBombs(EnDodojr* this, PlayState* play) {
Actor* bomb;
Vec3f unkVec = { 99999.0f, 99999.0f, 99999.0f };
s32 retVar = 0;
Vec3f maxBombRange = { 99999.0f, 99999.0f, 99999.0f };
s32 foundBomb = false;
f32 xDist;
f32 yDist;
f32 zDist;
@ -246,140 +246,140 @@ s32 func_809F6CA4(EnDodojr* this, PlayState* play) {
yDist = bomb->world.pos.y - this->actor.world.pos.y;
zDist = bomb->world.pos.z - this->actor.world.pos.z;
if ((fabsf(xDist) >= fabsf(unkVec.x)) || (fabsf(yDist) >= fabsf(unkVec.y)) ||
(fabsf(zDist) >= fabsf(unkVec.z))) {
if ((fabsf(xDist) >= fabsf(maxBombRange.x)) || (fabsf(yDist) >= fabsf(maxBombRange.y)) ||
(fabsf(zDist) >= fabsf(maxBombRange.z))) {
bomb = bomb->next;
continue;
}
this->bomb = bomb;
unkVec = bomb->world.pos;
retVar = 1;
maxBombRange = bomb->world.pos;
foundBomb = true;
bomb = bomb->next;
}
return retVar;
return foundBomb;
}
s32 func_809F6DD0(EnDodojr* this) {
s32 EnDodojr_TryEatBomb(EnDodojr* this) {
if (this->bomb == NULL) {
return 0;
return false;
} else if (this->bomb->parent != NULL) {
return 0;
return false;
} else if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &this->bomb->world.pos) > 30.0f) {
return 0;
return false;
} else {
this->bomb->parent = &this->actor;
return 1;
return true;
}
}
void func_809F6E54(EnDodojr* this, PlayState* play) {
void EnDodojr_UpdateCrawl(EnDodojr* this, PlayState* play) {
f32 angles[] = { 0.0f, 210.0f, 60.0f, 270.0f, 120.0f, 330.0f, 180.0f, 30.0f, 240.0f, 90.0f, 300.0f, 150.0f };
s32 pad;
Player* player = GET_PLAYER(play);
Vec3f pos;
Vec3f crawlTargetPos;
s16 angleIndex;
if ((this->bomb == NULL) || (this->bomb->update == NULL) ||
((this->bomb != NULL) && (this->bomb->parent != NULL))) {
func_809F6CA4(this, play);
EnDodojr_CheckNearbyBombs(this, play);
}
if (this->bomb != NULL) {
pos = this->bomb->world.pos;
crawlTargetPos = this->bomb->world.pos;
} else {
pos = player->actor.world.pos;
crawlTargetPos = player->actor.world.pos;
}
if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &pos) > 80.0f) {
if (Math_Vec3f_DistXYZ(&this->actor.world.pos, &crawlTargetPos) > 80.0f) {
angleIndex =
(s16)(this->actor.home.pos.x + this->actor.home.pos.y + this->actor.home.pos.z + play->state.frames / 30) %
12;
angleIndex = ABS(angleIndex);
pos.x += 80.0f * sinf(angles[angleIndex]);
pos.z += 80.0f * cosf(angles[angleIndex]);
crawlTargetPos.x += 80.0f * sinf(angles[angleIndex]);
crawlTargetPos.z += 80.0f * cosf(angles[angleIndex]);
}
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &pos), 10, 1000, 1);
Math_SmoothStepToS(&this->actor.world.rot.y, Math_Vec3f_Yaw(&this->actor.world.pos, &crawlTargetPos), 10, 1000, 1);
this->actor.shape.rot.y = this->actor.world.rot.y;
}
s32 func_809F706C(EnDodojr* this) {
s32 EnDodojr_IsPlayerWithinAttackRange(EnDodojr* this) {
if (this->actor.xzDistToPlayer > 40.0f) {
return 0;
return false;
} else {
return 1;
return true;
}
}
void func_809F709C(EnDodojr* this) {
void EnDodojr_SetupStandardDeathBounce(EnDodojr* this) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_DEAD);
this->actor.flags &= ~ACTOR_FLAG_0;
func_809F6A20(this);
this->actionFunc = func_809F7AB8;
EnDodojr_SetupFlipBounce(this);
this->actionFunc = EnDodojr_StandardDeathBounce;
}
s32 func_809F70E8(EnDodojr* this, PlayState* play) {
if ((this->actionFunc == func_809F773C) || (this->actionFunc == func_809F77AC) ||
(this->actionFunc == func_809F784C) || (this->actionFunc == func_809F7A00) ||
(this->actionFunc == func_809F7AB8) || (this->actionFunc == func_809F7B3C) ||
(this->actionFunc == func_809F7BE4)) {
return 0;
s32 EnDodojr_CheckDamaged(EnDodojr* this, PlayState* play) {
if ((this->actionFunc == EnDodojr_SwallowBomb) || (this->actionFunc == EnDodojr_SwallowedBombDeathBounce) ||
(this->actionFunc == EnDodojr_SwallowedBombDeathSequence) || (this->actionFunc == EnDodojr_Despawn) ||
(this->actionFunc == EnDodojr_StandardDeathBounce) || (this->actionFunc == EnDodojr_DeathSequence) ||
(this->actionFunc == EnDodojr_DropItem)) {
return false;
}
if (play->actorCtx.unk_02 != 0) {
if (this->actionFunc != func_809F73AC) {
if (this->actionFunc == func_809F74C4) {
if (this->actionFunc != EnDodojr_WaitUnderground) {
if (this->actionFunc == EnDodojr_EmergeFromGround) {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
}
func_809F709C(this);
EnDodojr_SetupStandardDeathBounce(this);
}
return 0;
return false;
}
if (!(this->collider.base.acFlags & AC_HIT)) {
return 0;
return false;
} else {
this->collider.base.acFlags &= ~AC_HIT;
if ((this->actionFunc == func_809F73AC) || (this->actionFunc == func_809F74C4)) {
if ((this->actionFunc == EnDodojr_WaitUnderground) || (this->actionFunc == EnDodojr_EmergeFromGround)) {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
}
if ((this->actor.colChkInfo.damageEffect == 0) && (this->actor.colChkInfo.damage != 0)) {
Enemy_StartFinishingBlow(play, &this->actor);
this->timer2 = 2;
this->actionFunc = func_809F7C48;
return 1;
this->freezeFrameTimer = 2;
this->actionFunc = EnDodojr_WaitFreezeFrames;
return true;
}
if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != func_809F78EC) &&
(this->actionFunc != func_809F786C)) {
if ((this->actor.colChkInfo.damageEffect == 1) && (this->actionFunc != EnDodojr_Stunned) &&
(this->actionFunc != EnDodojr_StunnedBounce)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->timer1 = 120;
this->stunTimer = 120;
Actor_SetColorFilter(&this->actor, 0, 200, 0, 120);
func_809F6A20(this);
this->actionFunc = func_809F786C;
EnDodojr_SetupFlipBounce(this);
this->actionFunc = EnDodojr_StunnedBounce;
}
return 0;
return false;
}
}
void func_809F72A4(EnDodojr* this, PlayState* play) {
void EnDodojr_UpdateCollider(EnDodojr* this, PlayState* play) {
Collider_UpdateCylinder(&this->actor, &this->collider);
if ((this->actionFunc != func_809F73AC) && (this->actionFunc != func_809F7BE4)) {
if ((this->actionFunc == func_809F74C4) || (this->actionFunc == func_809F758C) ||
(this->actionFunc == func_809F799C)) {
if ((this->actionFunc != EnDodojr_WaitUnderground) && (this->actionFunc != EnDodojr_DropItem)) {
if ((this->actionFunc == EnDodojr_EmergeFromGround) || (this->actionFunc == EnDodojr_CrawlTowardsTarget) ||
(this->actionFunc == EnDodojr_JumpAttackBounce)) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
if ((this->actionFunc == func_809F74C4) || (this->actionFunc == func_809F758C) ||
(this->actionFunc == func_809F786C) || (this->actionFunc == func_809F78EC) ||
(this->actionFunc == func_809F799C)) {
if ((this->actionFunc == EnDodojr_EmergeFromGround) || (this->actionFunc == EnDodojr_CrawlTowardsTarget) ||
(this->actionFunc == EnDodojr_StunnedBounce) || (this->actionFunc == EnDodojr_Stunned) ||
(this->actionFunc == EnDodojr_JumpAttackBounce)) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}
@ -387,7 +387,7 @@ void func_809F72A4(EnDodojr* this, PlayState* play) {
}
}
void func_809F73AC(EnDodojr* this, PlayState* play) {
void EnDodojr_WaitUnderground(EnDodojr* this, PlayState* play) {
f32 lastFrame = Animation_GetLastFrame(&object_dodojr_Anim_000860);
Player* player = GET_PLAYER(play);
f32 dist;
@ -404,60 +404,61 @@ void func_809F73AC(EnDodojr* this, PlayState* play) {
this->actor.world.rot.x -= 0x4000;
this->actor.shape.rot.x = this->actor.world.rot.x;
this->dustPos = this->actor.world.pos;
//! @bug floorHeight is always 0 at this point, so the dust is consistently drawn at y=0
this->dustPos.y = this->actor.floorHeight;
this->actionFunc = func_809F74C4;
this->actionFunc = EnDodojr_EmergeFromGround;
}
}
}
void func_809F74C4(EnDodojr* this, PlayState* play) {
void EnDodojr_EmergeFromGround(EnDodojr* this, PlayState* play) {
f32 sp2C;
Math_SmoothStepToS(&this->actor.shape.rot.x, 0, 4, 0x3E8, 0x64);
sp2C = this->actor.shape.rot.x;
sp2C /= 16384.0f;
this->actor.world.pos.y = this->actor.home.pos.y + (60.0f * sp2C);
func_809F6510(this, play, 3);
EnDodojr_SpawnLargeDust(this, play, 3);
if (sp2C == 0.0f) {
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
this->actor.world.rot.x = this->actor.shape.rot.x;
this->actor.speedXZ = 2.6f;
this->actionFunc = func_809F758C;
this->actionFunc = EnDodojr_CrawlTowardsTarget;
}
}
void func_809F758C(EnDodojr* this, PlayState* play) {
void EnDodojr_CrawlTowardsTarget(EnDodojr* this, PlayState* play) {
func_8002D868(&this->actor);
func_809F6730(this, play, &this->actor.world.pos);
EnDodojr_SpawnSmallDust(this, play, &this->actor.world.pos);
if (DECR(this->timer4) == 0) {
if (DECR(this->crawlSfxTimer) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_MOVE);
this->timer4 = 5;
this->crawlSfxTimer = 5;
}
if (func_809F6DD0(this) != 0) {
func_809F6C24(this);
this->actionFunc = func_809F768C;
if (EnDodojr_TryEatBomb(this)) {
EnDodojr_SetupEatBomb(this);
this->actionFunc = EnDodojr_EatBomb;
return;
}
func_809F6E54(this, play);
EnDodojr_UpdateCrawl(this, play);
if (func_809F706C(this) != 0) {
if (EnDodojr_IsPlayerWithinAttackRange(this)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_CRY);
func_809F6B38(this);
this->actionFunc = func_809F799C;
EnDodojr_SetupJumpAttackBounce(this);
this->actionFunc = EnDodojr_JumpAttackBounce;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_DOWN);
func_809F6BBC(this);
this->actionFunc = func_809F7A00;
EnDodojr_SetupDespawn(this);
this->actionFunc = EnDodojr_Despawn;
}
}
void func_809F768C(EnDodojr* this, PlayState* play) {
void EnDodojr_EatBomb(EnDodojr* this, PlayState* play) {
EnBom* bomb;
if (((s16)this->skelAnime.curFrame - 8) < 4) {
@ -467,55 +468,57 @@ void func_809F768C(EnDodojr* this, PlayState* play) {
} else {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_K_DRINK);
Actor_Kill(this->bomb);
this->timer3 = 24;
this->unk_1FC = 0;
this->actionFunc = func_809F773C;
this->timer = 24;
this->counter = 0;
this->actionFunc = EnDodojr_SwallowBomb;
}
}
void func_809F773C(EnDodojr* this, PlayState* play) {
if (DECR(this->timer3) == 0) {
func_809F64D0(this);
void EnDodojr_SwallowBomb(EnDodojr* this, PlayState* play) {
if (DECR(this->timer) == 0) {
EnDodojr_DoSwallowedBombEffects(this);
this->actor.flags &= ~ACTOR_FLAG_0;
func_809F6A20(this);
this->actionFunc = func_809F77AC;
EnDodojr_SetupFlipBounce(this);
this->actionFunc = EnDodojr_SwallowedBombDeathBounce;
}
}
void func_809F77AC(EnDodojr* this, PlayState* play) {
void EnDodojr_SwallowedBombDeathBounce(EnDodojr* this, PlayState* play) {
// Scale up briefly to expand from the swallowed bomb exploding.
this->rootScale = 1.2f;
this->rootScale *= ((f32)this->actor.colorFilterTimer / 8);
func_8002D868(&this->actor);
if (func_809F68B0(this, play) != 0) {
this->timer3 = 60;
func_809F6AC4(this);
this->unk_1FC = 7;
this->actionFunc = func_809F784C;
if (EnDodojr_UpdateBounces(this, play)) {
this->timer = 60;
EnDodojr_SetupSwallowedBombDeathSequence(this);
this->counter = 7;
this->actionFunc = EnDodojr_SwallowedBombDeathSequence;
}
}
void func_809F784C(EnDodojr* this, PlayState* play) {
func_809F7B3C(this, play);
void EnDodojr_SwallowedBombDeathSequence(EnDodojr* this, PlayState* play) {
EnDodojr_DeathSequence(this, play);
}
void func_809F786C(EnDodojr* this, PlayState* play) {
void EnDodojr_StunnedBounce(EnDodojr* this, PlayState* play) {
func_8002D868(&this->actor);
if (func_809F68B0(this, play) != 0) {
func_809F6AC4(this);
this->actionFunc = func_809F78EC;
if (EnDodojr_UpdateBounces(this, play)) {
EnDodojr_SetupSwallowedBombDeathSequence(this);
this->actionFunc = EnDodojr_Stunned;
}
Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10);
this->actor.world.rot.x = this->actor.shape.rot.x;
this->actor.colorFilterTimer = this->timer1;
this->actor.colorFilterTimer = this->stunTimer;
}
void func_809F78EC(EnDodojr* this, PlayState* play) {
if (DECR(this->timer1) != 0) {
if (this->timer1 < 30) {
if ((this->timer1 & 1) != 0) {
void EnDodojr_Stunned(EnDodojr* this, PlayState* play) {
if (DECR(this->stunTimer) != 0) {
if (this->stunTimer < 30) {
// Shake back and forth to indicate recovering from stun.
if ((this->stunTimer & 1) != 0) {
this->actor.world.pos.x += 1.5f;
this->actor.world.pos.z += 1.5f;
} else {
@ -526,56 +529,56 @@ void func_809F78EC(EnDodojr* this, PlayState* play) {
return;
}
} else {
func_809F6994(this);
this->actionFunc = func_809F758C;
EnDodojr_SetupCrawlTowardsTarget(this);
this->actionFunc = EnDodojr_CrawlTowardsTarget;
}
}
void func_809F799C(EnDodojr* this, PlayState* play) {
void EnDodojr_JumpAttackBounce(EnDodojr* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_24;
func_8002D868(&this->actor);
if (func_809F68B0(this, play) != 0) {
func_809F6994(this);
this->actionFunc = func_809F758C;
if (EnDodojr_UpdateBounces(this, play)) {
EnDodojr_SetupCrawlTowardsTarget(this);
this->actionFunc = EnDodojr_CrawlTowardsTarget;
}
}
void func_809F7A00(EnDodojr* this, PlayState* play) {
f32 tmp;
void EnDodojr_Despawn(EnDodojr* this, PlayState* play) {
f32 burrowStep;
Math_SmoothStepToS(&this->actor.shape.rot.x, 0x4000, 4, 1000, 100);
if (DECR(this->timer3) != 0) {
tmp = (30 - this->timer3) / 30.0f;
this->actor.world.pos.y = this->actor.home.pos.y - (60.0f * tmp);
if (DECR(this->timer) != 0) {
burrowStep = (30 - this->timer) / 30.0f;
this->actor.world.pos.y = this->actor.home.pos.y - (60.0f * burrowStep);
} else {
Actor_Kill(&this->actor);
}
func_809F6510(this, play, 3);
EnDodojr_SpawnLargeDust(this, play, 3);
}
void func_809F7AB8(EnDodojr* this, PlayState* play) {
void EnDodojr_StandardDeathBounce(EnDodojr* this, PlayState* play) {
func_8002D868(&this->actor);
Math_SmoothStepToS(&this->actor.shape.rot.y, 0, 4, 1000, 10);
this->actor.world.rot.x = this->actor.shape.rot.x;
if (func_809F68B0(this, play) != 0) {
this->timer3 = 60;
func_809F6AC4(this);
this->unk_1FC = 7;
this->actionFunc = func_809F7B3C;
if (EnDodojr_UpdateBounces(this, play)) {
this->timer = 60;
EnDodojr_SetupSwallowedBombDeathSequence(this);
this->counter = 7;
this->actionFunc = EnDodojr_DeathSequence;
}
}
void func_809F7B3C(EnDodojr* this, PlayState* play) {
void EnDodojr_DeathSequence(EnDodojr* this, PlayState* play) {
EnBom* bomb;
if (this->unk_1FC != 0) {
if (this->counter != 0) {
if (this->actor.colorFilterTimer == 0) {
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, this->unk_1FC);
this->unk_1FC--;
Actor_SetColorFilter(&this->actor, 0x4000, 200, 0, this->counter);
this->counter--;
}
} else {
bomb = (EnBom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOM, this->actor.world.pos.x,
@ -585,21 +588,21 @@ void func_809F7B3C(EnDodojr* this, PlayState* play) {
bomb->timer = 0;
}
this->timer3 = 8;
this->actionFunc = func_809F7BE4;
this->timer = 8;
this->actionFunc = EnDodojr_DropItem;
}
}
void func_809F7BE4(EnDodojr* this, PlayState* play) {
if (DECR(this->timer3) == 0) {
void EnDodojr_DropItem(EnDodojr* this, PlayState* play) {
if (DECR(this->timer) == 0) {
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x40);
Actor_Kill(&this->actor);
}
}
void func_809F7C48(EnDodojr* this, PlayState* play) {
if (DECR(this->timer2) == 0) {
func_809F709C(this);
void EnDodojr_WaitFreezeFrames(EnDodojr* this, PlayState* play) {
if (DECR(this->freezeFrameTimer) == 0) {
EnDodojr_SetupStandardDeathBounce(this);
}
}
@ -608,19 +611,19 @@ void EnDodojr_Update(Actor* thisx, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Actor_MoveForward(&this->actor);
func_809F70E8(this, play);
EnDodojr_CheckDamaged(this, play);
if (this->actionFunc != func_809F73AC) {
if (this->actionFunc != EnDodojr_WaitUnderground) {
Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.radius, this->collider.dim.height, 0.0f,
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
}
this->actionFunc(this, play);
Actor_SetFocus(&this->actor, 10.0f);
func_809F72A4(this, play);
EnDodojr_UpdateCollider(this, play);
}
s32 func_809F7D50(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 EnDodojr_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnDodojr* this = (EnDodojr*)thisx;
Vec3f D_809F7F64 = { 480.0f, 620.0f, 0.0f };
@ -636,15 +639,15 @@ s32 func_809F7D50(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
return false;
}
void func_809F7DFC(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
void EnDodojr_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
}
void EnDodojr_Draw(Actor* thisx, PlayState* play) {
EnDodojr* this = (EnDodojr*)thisx;
if ((this->actionFunc != func_809F73AC) && (this->actionFunc != func_809F7BE4)) {
if ((this->actionFunc != EnDodojr_WaitUnderground) && (this->actionFunc != EnDodojr_DropItem)) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, func_809F7D50, func_809F7DFC,
&this->actor);
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnDodojr_OverrideLimbDraw,
EnDodojr_PostLimbDraw, &this->actor);
}
}

View file

@ -16,11 +16,11 @@ typedef struct EnDodojr {
/* 0x01E0 */ Actor* bomb;
/* 0x01E4 */ Vec3f headPos;
/* 0x01F0 */ Vec3f dustPos;
/* 0x01FC */ s16 unk_1FC;
/* 0x01FE */ s16 timer1;
/* 0x0200 */ s16 timer2;
/* 0x0202 */ s16 timer3;
/* 0x0204 */ s16 timer4;
/* 0x01FC */ s16 counter; // Used for bouncing and flashing when dying.
/* 0x01FE */ s16 stunTimer;
/* 0x0200 */ s16 freezeFrameTimer;
/* 0x0202 */ s16 timer; // Used for burrowing/despawning, bomb swallowing, and dying.
/* 0x0204 */ s16 crawlSfxTimer;
/* 0x0208 */ f32 rootScale; // scale used with the root limb
/* 0x020C */ Vec3s jointTable[15];
/* 0x0266 */ Vec3s morphTable[15];

View file

@ -266,8 +266,8 @@ void KaleidoScope_SetupPlayerPreRender(PlayState* play) {
gSPDisplayList(WORK_DISP++, gfx);
PreRender_SetValues(&sPlayerPreRender, PAUSE_EQUIP_PLAYER_WIDTH, PAUSE_EQUIP_PLAYER_HEIGHT, fbuf, NULL);
func_800C1F20(&sPlayerPreRender, &gfx);
func_800C20B4(&sPlayerPreRender, &gfx);
PreRender_SaveFramebuffer(&sPlayerPreRender, &gfx);
PreRender_DrawCoverage(&sPlayerPreRender, &gfx);
gSPEndDisplayList(gfx++);
Graph_BranchDlist(gfxRef, gfx);
@ -280,7 +280,7 @@ void KaleidoScope_SetupPlayerPreRender(PlayState* play) {
void KaleidoScope_ProcessPlayerPreRender(void) {
Sleep_Msec(50);
PreRender_Calc(&sPlayerPreRender);
PreRender_ApplyFilters(&sPlayerPreRender);
PreRender_Destroy(&sPlayerPreRender);
}