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Create debug macros for common functions (#1597)
* Create debug macros for common functions * Revert NDEBUG change * MALLOCR -> MALLOC_R * DEBUG -> OOT_DEBUG * Use the same name for debug and non-debug matrix functions * Fix file/line argument order * Revert g[s]DPNoOp[Tag] * Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug * MTXF_TO_MTX -> MATRIX_TO_MTX
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e146d7bc26
commit
cd917b0cb8
314 changed files with 1352 additions and 1294 deletions
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@ -130,10 +130,10 @@ void Map_InitData(PlayState* play, s16 room) {
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osSyncPrintf("KKK=%d\n", extendedMapIndex);
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osSyncPrintf(VT_RST);
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sEntranceIconMapIndex = extendedMapIndex;
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DmaMgr_RequestSyncDebug(interfaceCtx->mapSegment,
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(uintptr_t)_map_grand_staticSegmentRomStart +
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gMapData->owMinimapTexOffset[extendedMapIndex],
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gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
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DMA_REQUEST_SYNC(interfaceCtx->mapSegment,
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(uintptr_t)_map_grand_staticSegmentRomStart +
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gMapData->owMinimapTexOffset[extendedMapIndex],
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gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
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interfaceCtx->unk_258 = mapIndex;
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break;
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case SCENE_DEKU_TREE:
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@ -159,10 +159,10 @@ void Map_InitData(PlayState* play, s16 room) {
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osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
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mapIndex, VREG(30));
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osSyncPrintf(VT_RST);
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DmaMgr_RequestSyncDebug(play->interfaceCtx.mapSegment,
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(uintptr_t)_map_i_staticSegmentRomStart +
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((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
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MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
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DMA_REQUEST_SYNC(play->interfaceCtx.mapSegment,
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(uintptr_t)_map_i_staticSegmentRomStart +
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((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
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MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
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R_COMPASS_OFFSET_X = gMapData->roomCompassOffsetX[mapIndex][room];
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R_COMPASS_OFFSET_Y = gMapData->roomCompassOffsetY[mapIndex][room];
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Map_SetFloorPalettesData(play, VREG(30));
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@ -232,7 +232,7 @@ void Map_Init(PlayState* play) {
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interfaceCtx->unk_258 = -1;
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interfaceCtx->unk_25A = -1;
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interfaceCtx->mapSegment = GameState_Alloc(&play->state, 0x1000, "../z_map_exp.c", 457);
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interfaceCtx->mapSegment = GAME_STATE_ALLOC(&play->state, 0x1000, "../z_map_exp.c", 457);
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// "MAP texture initialization scene_data_ID=%d mapSegment=%x"
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osSyncPrintf("\n\n\nMAP テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n", play->sceneId,
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interfaceCtx->mapSegment, play);
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@ -334,7 +334,7 @@ void Minimap_DrawCompassIcons(PlayState* play) {
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Matrix_RotateX(-1.6f, MTXMODE_APPLY);
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tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
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Matrix_RotateY(tempX / 10.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 585),
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_map_exp.c", 585),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
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@ -348,7 +348,7 @@ void Minimap_DrawCompassIcons(PlayState* play) {
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Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
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Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
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Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 603),
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_map_exp.c", 603),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0xFF, 200, 0, 0, 255);
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