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Three new matching functions (#492)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * match * new matches * format * need to kill the asm, too * whoops dlists * one more match * no more temp * let's fix Gameplay_ChangeCameraStatus while we're at it * formatted
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56 changed files with 333 additions and 1218 deletions
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@ -24,8 +24,8 @@ void func_8002B200(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx*
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POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
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gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0,
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0, 0, COMBINED);
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gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
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COMBINED);
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temp1 = (temp1 < 0.0f) ? 0.0f : ((temp1 > 150.0f) ? 150.0f : temp1);
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temp2 = 1.0f - (temp1 * (1.f / 350));
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@ -374,8 +374,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
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Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b,
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(u8)spCE);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)spCE);
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Matrix_RotateZ((targetCtx->unk_4B & 0x7F) * (M_PI / 64), MTXMODE_APPLY);
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@ -741,14 +740,14 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
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G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 + (spC8 * 4) - 1,
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G_TX_RENDERTILE, 0, 0, 1024, 1024);
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gSPTextureRectangle(OVERLAY_DISP++, spC0, spB8, ((sp38 * 2) + spC0) - 4, spB8 + (spC8 * 4) - 1, G_TX_RENDERTILE,
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0, 0, 1024, 1024);
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spC8 = titleCtx->unk_9 - spC8;
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if (spC8 > 0) {
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gDPLoadTextureBlock(OVERLAY_DISP++, titleCtx->texture + spB0 + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, spCC,
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spC8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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gDPLoadTextureBlock(OVERLAY_DISP++, titleCtx->texture + spB0 + 0x1000, G_IM_FMT_IA, G_IM_SIZ_8b, spCC, spC8,
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0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, spC0, spB4, ((sp38 * 2) + spC0) - 4, spB4 + (spC8 * 4) - 1,
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@ -2274,8 +2273,8 @@ void func_8003115C(GlobalContext* globalCtx, s32 nbInvisibleActors, Actor** invi
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G_AC_THRESHOLD | G_ZS_PRIM | Z_UPD | IM_RD | CVG_DST_SAVE | ZMODE_OPA | FORCE_BL |
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GBL_c1(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA) |
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GBL_c2(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA));
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gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC,
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0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0);
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gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0,
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PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0, PRIMITIVE, TEXEL0, PRIM_LOD_FRAC, 0);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 74, 74, 74, 74);
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}
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@ -3806,9 +3805,8 @@ void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbD
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gDPPipeSync(POLY_OPA_DISP++);
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gSPSegment(POLY_OPA_DISP++, 0x0C, func_80034B28(globalCtx->state.gfxCtx));
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POLY_OPA_DISP =
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SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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overrideLimbDraw, postLimbDraw, actor, POLY_OPA_DISP);
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POLY_OPA_DISP = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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overrideLimbDraw, postLimbDraw, actor, POLY_OPA_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 8860);
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}
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@ -3823,9 +3821,8 @@ void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbD
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, alpha);
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gSPSegment(POLY_XLU_DISP++, 0x0C, func_80034B54(globalCtx->state.gfxCtx));
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POLY_XLU_DISP =
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SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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overrideLimbDraw, postLimbDraw, actor, POLY_XLU_DISP);
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POLY_XLU_DISP = SkelAnime_DrawSV2(globalCtx, skelAnime->skeleton, skelAnime->limbDrawTbl, skelAnime->dListCount,
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overrideLimbDraw, postLimbDraw, actor, POLY_XLU_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 8904);
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}
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