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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
This commit is contained in:
cadmic 2024-01-09 04:59:03 -08:00 committed by GitHub
parent e146d7bc26
commit cd917b0cb8
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GPG key ID: 4AEE18F83AFDEB23
314 changed files with 1352 additions and 1294 deletions

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@ -582,7 +582,7 @@ void func_80967FFC(Actor* thisx, PlayState* play) {
for (i = 0; i < 6; i++) {
Matrix_RotateZ(M_PI / 3, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1115),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1115),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, colors[i][0].r, colors[i][0].g, colors[i][0].b, 255);
@ -628,7 +628,7 @@ void func_80968298(Actor* thisx, PlayState* play) {
}
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1170),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1170),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 210, 210, 210, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 100, 100, 255);
@ -638,7 +638,7 @@ void func_80968298(Actor* thisx, PlayState* play) {
(timer1 * 12) & 0xFFF, 64, 32));
gSPDisplayList(POLY_XLU_DISP++, object_demo_6k_DL_0039D0);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1189),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1189),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
@ -669,12 +669,12 @@ void func_8096865C(Actor* thisx, PlayState* play) {
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_Push();
Matrix_RotateZ(DEG_TO_RAD(this->timer2 * 6), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1230),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1230),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, displayList);
Matrix_Pop();
Matrix_RotateZ(DEG_TO_RAD(-(f32)(this->timer2 * 6)), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1236),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1236),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, displayList);
}
@ -706,7 +706,7 @@ void func_809688C4(Actor* thisx, PlayState* play2) {
this->unk_234[i] * D_8096931C[(frames + i) & 3],
this->unk_234[i] * D_8096931C[(frames + i) & 3], MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1297),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1297),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
@ -732,7 +732,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1322),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1322),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0xFF - ((timer2 * 2) & 0xFF), 0, 32, 32, 1,
@ -770,7 +770,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
void func_80968FB0(Actor* thisx, PlayState* play) {
static u8 D_809693CC[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 5, 4, 3, 2, 1 };
Demo6K* this = (Demo6K*)thisx;
Gfx* displayList = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Gfx));
Gfx* displayList = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Gfx));
u16 frames = play->gameplayFrames;
f32 scaleFactor;
s32 pad;
@ -783,7 +783,7 @@ void func_80968FB0(Actor* thisx, PlayState* play) {
scaleFactor = ((s16)D_809693CC[(frames * 4) & 0xF] * 0.01f) + 1.0f;
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1394),
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1394),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, displayList);
gDPPipeSync(displayList++);