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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
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314 changed files with 1352 additions and 1294 deletions
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@ -157,7 +157,7 @@ void* sDCLavaFloorTextures[] = {
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void Scene_DrawConfigDodongosCavern(PlayState* play) {
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u32 gameplayFrames;
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s32 pad;
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Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
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Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4905);
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@ -193,7 +193,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
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void Scene_DrawConfigTempleOfTime(PlayState* play) {
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f32 temp;
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Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Gfx));
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Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 18 * sizeof(Gfx));
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5069);
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@ -784,7 +784,7 @@ void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
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Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
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u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
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Gfx* displayList = Graph_Alloc(gfxCtx, 10 * sizeof(Gfx));
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Gfx* displayList = GRAPH_ALLOC(gfxCtx, 10 * sizeof(Gfx));
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x1 %= 512 << 2;
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y1 %= 512 << 2;
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@ -966,7 +966,7 @@ void Scene_DrawConfigHyruleField(PlayState* play) {
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u32 gameplayFrames;
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Gfx* displayListHead;
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displayListHead = Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx));
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displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 3 * sizeof(Gfx));
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6814);
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@ -1065,7 +1065,7 @@ void Scene_DrawConfigKokiriForest(PlayState* play) {
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spA3 = 128;
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spA0 = 500;
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displayListHead = Graph_Alloc(play->state.gfxCtx, 6 * sizeof(Gfx));
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displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 6 * sizeof(Gfx));
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if (1) {}
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if (1) {}
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@ -1335,7 +1335,7 @@ void Scene_DrawConfigHyruleCastle(PlayState* play) {
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}
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void Scene_DrawConfigDeathMountainTrail(PlayState* play) {
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Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx));
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Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 3 * sizeof(Gfx));
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7461);
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@ -1537,7 +1537,7 @@ void Scene_DrawConfigJabuJabu(PlayState* play) {
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Matrix_Scale(1.005f, sinf(D_8012A398) * 0.8f, 1.005f, MTXMODE_NEW);
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}
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gSPSegment(POLY_OPA_DISP++, 0x0D, Matrix_NewMtx(play->state.gfxCtx, "../z_scene_table.c", 7809));
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gSPSegment(POLY_OPA_DISP++, 0x0D, MATRIX_NEW(play->state.gfxCtx, "../z_scene_table.c", 7809));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7811);
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}
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