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Interface improvements (#822)
* Add symbols, does NOT build OK * parameter OK with syms * Use `static` more and inline arrays * wip docs * Start on Interface_Draw, NOT OK yet * rename variables since interface dev is weird * nonmatching for now * kaleido * Update src/code/z_parameter.c Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> * Make most texture rectangles use shifts * fix symbols for all interface things * done with interface_draw for now * Update z_parameter.c * format files * fix wrong function calls * fix bss * improvements in matching * remove button enum for now * (void)0 to fix warning * make conditional look nicer * fix * fix wrong combiner * Update src/overlays/actors/ovl_kaleido_scope/z_lmap_mark.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * format * remove "HUD" naming * review suggestions Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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30 changed files with 954 additions and 842 deletions
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@ -90,7 +90,7 @@
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#define R_B_LABEL_DD WREG(0)
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#define R_OW_MINIMAP_X WREG(29)
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#define R_OW_MINIMAP_Y WREG(30)
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#define R_MINIMAP_TOGGLED WREG(31)
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#define R_MINIMAP_DISABLED WREG(31)
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#define R_B_LABEL_X(i) WREG(40 + i)
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#define R_B_LABEL_Y(i) WREG(43 + i)
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#define R_DGN_MINIMAP_X WREG(68)
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@ -4,26 +4,6 @@
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#include "z64.h"
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#include "segment_symbols.h"
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extern u8 D_02000000[];
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extern u8 D_02000400[];
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extern u8 D_02000500[];
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extern u8 D_02000900[];
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extern u8 D_02000A00[][0x400];
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extern u8 D_02001E00[];
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extern u8 D_02001F00[];
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extern u8 D_02002FC0[];
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extern u8 D_02002000[];
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extern u8 D_02002100[];
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extern u8 D_02002500[];
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extern u8 D_02002580[];
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extern u8 D_02002600[];
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extern u8 D_02002900[];
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//extern ? D_02002E40;
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extern u8 D_02003040[][0x80];
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extern u8 D_020035C0[][0x40];
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extern u8 D_020038C0[];
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extern u8 D_02003940[];
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extern u8 D_02003AC0[];
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extern u32 D_0300AA48;
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extern u32 D_03012B20;
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extern Gfx D_06025218[];
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@ -36,7 +16,6 @@ extern Gfx D_0602A738[];
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extern Gfx D_0602CB48[];
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//extern ? D_070380D4;
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//extern ? D_0703811C;
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extern u8 D_080895C0[];
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//extern ? D_80000004;
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//extern ? D_80000008;
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@ -21,6 +21,7 @@
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#include "z64math.h"
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#include "z64map_mark.h"
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#include "z64transition.h"
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#include "z64interface.h"
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#include "bgm.h"
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#include "sfx.h"
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#include "color.h"
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71
include/z64interface.h
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71
include/z64interface.h
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#ifndef _Z64INTERFACE_H_
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#define _Z64INTERFACE_H_
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/**
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* Button HUD Positions (Upper Left)
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*/
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#define A_BUTTON_X 186
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#define A_BUTTON_Y 9
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#define B_BUTTON_X 160
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#define B_BUTTON_Y 17
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#define C_LEFT_BUTTON_X 227
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#define C_LEFT_BUTTON_Y 18
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#define C_DOWN_BUTTON_X 249
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#define C_DOWN_BUTTON_Y 34
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#define C_RIGHT_BUTTON_X 271
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#define C_RIGHT_BUTTON_Y 18
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#define C_UP_BUTTON_X 254
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#define C_UP_BUTTON_Y 16
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/**
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* These are the colors for the hearts in the interface. The prim color is the red color of the heart
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* for the base hearts, while the prim color for the double defense hearts is the white outline. The
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* env color for the base hearts is the purple-ish outline, while the env color for the double defense
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* hearts is the red color of the hearts.
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*/
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#define HEARTS_PRIM_R 255
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#define HEARTS_PRIM_G 70
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#define HEARTS_PRIM_B 50
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#define HEARTS_ENV_R 50
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#define HEARTS_ENV_G 40
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#define HEARTS_ENV_B 60
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#define HEARTS_DD_PRIM_R 255
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#define HEARTS_DD_PRIM_G 255
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#define HEARTS_DD_PRIM_B 255
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#define HEARTS_DD_ENV_R 200
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#define HEARTS_DD_ENV_G 0
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#define HEARTS_DD_ENV_B 0
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/**
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* The burn and drown colors listed here are unused. Prerelease footage of the game confirms that at one
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* point in development the orange color was to be used while taking damage from hot environments.
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* Based on this, we can assume that the blue heart color was to be used while drowning.
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* In the final game these environments only have a timer and do not damage you continuously.
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*/
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#define HEARTS_BURN_PRIM_R 255
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#define HEARTS_BURN_PRIM_G 190
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#define HEARTS_BURN_PRIM_B 0
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#define HEARTS_BURN_ENV_R 255
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#define HEARTS_BURN_ENV_G 0
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#define HEARTS_BURN_ENV_B 0
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#define HEARTS_DROWN_PRIM_R 100
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#define HEARTS_DROWN_PRIM_G 100
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#define HEARTS_DROWN_PRIM_B 255
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#define HEARTS_DROWN_ENV_R 0
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#define HEARTS_DROWN_ENV_G 0
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#define HEARTS_DROWN_ENV_B 255
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#endif
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