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Use debug macros even in N64-only code (#2298)
* Use debug macros even in N64-only code * Use UNK_FILE/UNK_LINE instead
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e46fcbdbc9
commit
cf4dc98cc9
10 changed files with 70 additions and 67 deletions
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@ -163,7 +163,7 @@ void FileSelect_DrawImageRGBA32(GraphicsContext* gfxCtx, s16 centerX, s16 center
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s32 pad;
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s32 i;
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OPEN_DISPS(gfxCtx, "../z_file_choose.c", 0);
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OPEN_DISPS(gfxCtx, "../z_file_choose.c", UNK_LINE);
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Gfx_SetupDL_56Opa(gfxCtx);
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@ -210,7 +210,7 @@ void FileSelect_DrawImageRGBA32(GraphicsContext* gfxCtx, s16 centerX, s16 center
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}
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}
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CLOSE_DISPS(gfxCtx, "../z_file_choose.c", 0);
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CLOSE_DISPS(gfxCtx, "../z_file_choose.c", UNK_LINE);
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}
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void FileSelect_DrawInitialLanguageMenu(FileSelectState* this) {
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@ -219,7 +219,7 @@ void FileSelect_DrawInitialLanguageMenu(FileSelectState* this) {
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s32 y1;
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s32 y2;
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OPEN_DISPS(this->state.gfxCtx, "../z_file_choose.c", 0);
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OPEN_DISPS(this->state.gfxCtx, "../z_file_choose.c", UNK_LINE);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 70 + WREG(0));
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FileSelect_DrawImageRGBA32(this->state.gfxCtx, 160, 85 + WREG(1), (u8*)gTitleZeldaShieldLogoTex, 160, 160);
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@ -294,7 +294,7 @@ void FileSelect_DrawInitialLanguageMenu(FileSelectState* this) {
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y1 = y2;
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}
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CLOSE_DISPS(this->state.gfxCtx, "../z_file_choose.c", 0);
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CLOSE_DISPS(this->state.gfxCtx, "../z_file_choose.c", UNK_LINE);
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}
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#endif
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@ -2334,8 +2334,8 @@ void FileSelect_Init(GameState* thisx) {
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#if OOT_PAL_N64
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size = gObjectTable[OBJECT_MAG].vromEnd - gObjectTable[OBJECT_MAG].vromStart;
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this->objectMagSegment = GAME_STATE_ALLOC(&this->state, size, "../z_file_choose.c", 0);
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DMA_REQUEST_SYNC(this->objectMagSegment, gObjectTable[OBJECT_MAG].vromStart, size, "../z_file_choose.c", 0);
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this->objectMagSegment = GAME_STATE_ALLOC(&this->state, size, "../z_file_choose.c", UNK_LINE);
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DMA_REQUEST_SYNC(this->objectMagSegment, gObjectTable[OBJECT_MAG].vromStart, size, "../z_file_choose.c", UNK_LINE);
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#endif
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Matrix_Init(&this->state);
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@ -16,7 +16,7 @@ void FileSelect_DrawCharacter(GraphicsContext* gfxCtx, void* texture, s16 vtx) {
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#if OOT_NTSC
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void FileSelect_DrawCharacterTransition(GraphicsContext* gfxCtx, void* texture1, void* texture2, s16 vtx) {
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OPEN_DISPS(gfxCtx, "", 0);
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OPEN_DISPS(gfxCtx, "../z_file_nameset_PAL.c", UNK_LINE);
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gDPLoadTextureBlock_4b(POLY_OPA_DISP++, texture1, G_IM_FMT_I, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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@ -24,7 +24,7 @@ void FileSelect_DrawCharacterTransition(GraphicsContext* gfxCtx, void* texture1,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSP1Quadrangle(POLY_OPA_DISP++, vtx, vtx + 2, vtx + 3, vtx + 1, 0);
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CLOSE_DISPS(gfxCtx, "", 0);
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CLOSE_DISPS(gfxCtx, "../z_file_nameset_PAL.c", UNK_LINE);
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}
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#endif
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@ -1877,7 +1877,7 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
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#if OOT_PAL_N64
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Matrix_Push();
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Matrix_Translate(0.0f, 0.8f, 0.0f, MTXMODE_APPLY);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, this->state.gfxCtx, "../z_file_nameset_PAL.c", 0);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, this->state.gfxCtx, "../z_file_nameset_PAL.c", UNK_LINE);
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gSPVertex(POLY_OPA_DISP++, gOptionsDividerLanguageVtx, 4, 0);
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gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
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Matrix_Pop();
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