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z_scene_table, z_view, and z_fbdemo_fade OK (#561)
* fbdemo * the view is clear * more matchings * scene table doesn't want to be nice * small thing in view * can do * accidentally a value
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13 changed files with 49 additions and 898 deletions
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@ -28,8 +28,12 @@ Gfx D_8012B000[] = {
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#ifdef NON_EQUIVALENT
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// The general control flow is correct and nothing is especially out of order but there are
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// many small reoderings and regalloc all over so functional equivalence cannot be verified
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// The first loop is down to regalloc. The second needs work.
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void TransitionUnk_InitGraphics(TransitionUnk* this) {
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Vtx* vtx2;
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s32 pad;
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s32 pad2;
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s32 pad3;
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Vtx_t* vtx2;
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s32 frame;
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s32 rowTex;
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s32 row;
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@ -45,20 +49,21 @@ void TransitionUnk_InitGraphics(TransitionUnk* this) {
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for (frame = 0; frame < 2; frame++) {
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this->frame = frame;
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vtx = (frame == 0) ? this->vtxFrame1 : this->vtxFrame2;
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for (col = 0, colTex = 0; col < this->col + 1; col++, colTex += 0x20) {
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for (row = 0, rowTex = 0; row < this->row + 1; row++, rowTex += 0x20) {
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vtx2 = vtx;
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vtx2->v.tc[0] = rowTex * 0x40;
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vtx2->v.ob[0] = rowTex;
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vtx2->v.ob[1] = col * 0x20;
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vtx2->v.ob[2] = -5;
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vtx2->v.flag = 0;
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vtx2->v.tc[1] = colTex * 0x40;
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vtx2->v.cn[0] = 0;
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vtx2->v.cn[1] = 0;
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vtx2->v.cn[2] = 120;
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vtx2->v.cn[3] = 255;
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for (colTex = 0, col = 0; col < this->col + 1; colTex += 0x20, col++) {
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for (rowTex = 0, row = 0; row < this->row + 1; rowTex += 0x20, row++) {
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vtx2 = &vtx->v;
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vtx++;
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vtx2->tc[0] = rowTex << 6;
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vtx2->ob[0] = row * 0x20;
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vtx2->ob[1] = col * 0x20;
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vtx2->ob[2] = -5;
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vtx2->flag = 0;
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vtx2->tc[1] = colTex << 6;
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vtx2->cn[0] = 0;
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vtx2->cn[1] = 0;
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vtx2->cn[2] = 120;
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vtx2->cn[3] = 255;
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}
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}
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}
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