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z_message_PAL, message_data_static and surrounding doc (#996)
* Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
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@ -868,9 +868,9 @@ void DemoKankyo_DrawWarpSparkles(Actor* thisx, GlobalContext* globalCtx) {
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this->unk_150[i].unk_18 * (0.018f * temp_f22), MTXMODE_APPLY);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, 255);
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if (this->actor.params == DEMOKANKYO_WARP_OUT) {
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gDPSetEnvColor(POLY_XLU_DISP++, sWarpSparkleEnvColors[globalCtx->msgCtx.unk_E3EC].r,
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sWarpSparkleEnvColors[globalCtx->msgCtx.unk_E3EC].g,
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sWarpSparkleEnvColors[globalCtx->msgCtx.unk_E3EC].b, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, sWarpSparkleEnvColors[globalCtx->msgCtx.lastPlayedSong].r,
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sWarpSparkleEnvColors[globalCtx->msgCtx.lastPlayedSong].g,
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sWarpSparkleEnvColors[globalCtx->msgCtx.lastPlayedSong].b, 255);
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} else {
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s8 respawnData = gSaveContext.respawn[1].data;
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gDPSetEnvColor(POLY_XLU_DISP++, sWarpSparkleEnvColors[respawnData].r,
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