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Set up gc-eu and match all code (#1938)
* Set up gc-eu and match all code * Format * Mark gc-eu-mq as WIP until it builds OK * Move original/MQ map mark data to separate files * Add #includes to .inc.c files to help out VS Code * Use #if in spec instead of .inc.c files
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295a8669b8
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14 changed files with 3850 additions and 272 deletions
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@ -76,12 +76,20 @@ void EnMag_Init(Actor* thisx, PlayState* play) {
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this->effectPrimLodFrac = 128.0f;
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this->effectAlpha = 255.0f;
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#if !OOT_MQ
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this->effectPrimColor[0] = 255.0f;
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this->effectPrimColor[1] = 255.0f;
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this->effectPrimColor[2] = 170;
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this->effectEnvColor[0] = 255.0f;
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this->effectEnvColor[1] = 100;
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#else
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this->effectPrimColor[0] = 170;
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this->effectPrimColor[1] = 255.0f;
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this->effectPrimColor[2] = 255.0f;
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this->effectEnvColor[0] = 200.0f;
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this->effectEnvColor[1] = 255.0f;
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this->effectEnvColor[2] = 0;
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#endif
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gSaveContext.forceRisingButtonAlphas = false;
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this->globalState = MAG_STATE_DISPLAY;
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@ -121,12 +129,20 @@ void EnMag_Update(Actor* thisx, PlayState* play) {
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this->effectPrimLodFrac = 128.0f;
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this->effectAlpha = 255.0f;
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#if !OOT_MQ
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this->effectPrimColor[0] = 255.0f;
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this->effectPrimColor[1] = 255.0f;
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this->effectPrimColor[2] = 170;
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this->effectEnvColor[0] = 255.0f;
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this->effectEnvColor[1] = 100;
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#else
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this->effectPrimColor[0] = 170;
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this->effectPrimColor[1] = 255.0f;
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this->effectPrimColor[2] = 255.0f;
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this->effectEnvColor[0] = 200.0f;
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this->effectEnvColor[1] = 255.0f;
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this->effectEnvColor[2] = 0;
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#endif
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this->globalState = MAG_STATE_DISPLAY;
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sDelayTimer = 20;
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@ -187,8 +203,13 @@ void EnMag_Update(Actor* thisx, PlayState* play) {
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this->effectFadeInState = 1;
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}
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} else if (this->effectFadeInState == 1) {
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#if !OOT_MQ
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this->effectPrimColor[2] += -2.125f;
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this->effectEnvColor[1] += -3.875f;
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#else
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this->effectPrimColor[0] += -2.125f;
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this->effectEnvColor[0] += -1.375f;
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#endif
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this->effectPrimLodFrac += 2.4f;
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@ -197,8 +218,13 @@ void EnMag_Update(Actor* thisx, PlayState* play) {
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if (this->effectFadeInTimer == 0) {
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this->effectPrimLodFrac = 128.0f;
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#if !OOT_MQ
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this->effectPrimColor[2] = 170.0f;
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this->effectEnvColor[1] = 100.0f;
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#else
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this->effectPrimColor[0] = 170.0f;
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this->effectEnvColor[0] = 200.0f;
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#endif
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this->effectFadeInTimer = 32;
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this->effectFadeInState = 2;
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@ -371,6 +397,13 @@ void EnMag_DrawCharTexture(Gfx** gfxP, u8* texture, s32 rectLeft, s32 rectTop) {
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*gfxP = gfx;
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}
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// Title logo is shifted to the left in Master Quest
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#if !OOT_MQ
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#define LOGO_X_SHIFT 0
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#else
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#define LOGO_X_SHIFT (-8)
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#endif
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void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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static s16 textAlpha = 0;
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static s16 textFadeDirection = 0;
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@ -413,7 +446,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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if ((s16)this->effectPrimLodFrac != 0) {
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for (k = 0, i = 0, rectTop = 0; i < 3; i++, rectTop += 64) {
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for (j = 0, rectLeft = 56; j < 3; j++, k++, rectLeft += 64) {
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for (j = 0, rectLeft = 64 + LOGO_X_SHIFT; j < 3; j++, k++, rectLeft += 64) {
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EnMag_DrawEffectTextures(&gfx, effectMaskTextures[k], gTitleFlameEffectTex, 64, 64, 32, 32, rectLeft,
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rectTop, 64, 64, 1024, 1024, 1, 1, k, this);
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}
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@ -423,7 +456,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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gDPSetPrimColor(gfx++, 0, 0, 255, 255, 255, (s16)this->mainAlpha);
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if ((s16)this->mainAlpha != 0) {
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EnMag_DrawImageRGBA32(&gfx, 152, 100, (u8*)gTitleZeldaShieldLogoMQTex, 160, 160);
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EnMag_DrawImageRGBA32(&gfx, 160 + LOGO_X_SHIFT, 100, (u8*)gTitleZeldaShieldLogoMQTex, 160, 160);
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}
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Gfx_SetupDL_39Ptr(&gfx);
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@ -440,23 +473,35 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxP) {
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}
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gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, (s16)this->mainAlpha);
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#if !OOT_MQ
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gDPSetEnvColor(gfx++, 100, 0, 100, 255);
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#else
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gDPSetEnvColor(gfx++, 0, 0, 100, 255);
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#endif
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if ((s16)this->mainAlpha != 0) {
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EnMag_DrawTextureI8(&gfx, gTitleTheLegendOfTextTex, 72, 8, 146, 73, 72, 8, 1024, 1024);
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EnMag_DrawTextureI8(&gfx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 144, 127, 96, 8, 1024, 1024);
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EnMag_DrawTextureI8(&gfx, gTitleTheLegendOfTextTex, 72, 8, 154 + LOGO_X_SHIFT, 73, 72, 8, 1024, 1024);
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EnMag_DrawTextureI8(&gfx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 152 + LOGO_X_SHIFT, 127, 96, 8, 1024, 1024);
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gDPPipeSync(gfx++);
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#if !OOT_MQ
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gDPSetPrimColor(gfx++, 0, 0, 200, 200, 150, (s16)this->mainAlpha);
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gDPSetEnvColor(gfx++, 100, 100, 50, 255);
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#else
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gDPSetPrimColor(gfx++, 0, 0, 100, 150, 255, (s16)this->mainAlpha);
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gDPSetEnvColor(gfx++, 20, 80, 160, 255);
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#endif
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EnMag_DrawTextureI8(&gfx, gTitleTheLegendOfTextTex, 72, 8, 145, 72, 72, 8, 1024, 1024);
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EnMag_DrawTextureI8(&gfx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 143, 126, 96, 8, 1024, 1024);
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EnMag_DrawTextureI8(&gfx, gTitleTheLegendOfTextTex, 72, 8, 153 + LOGO_X_SHIFT, 72, 72, 8, 1024, 1024);
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EnMag_DrawTextureI8(&gfx, gTitleOcarinaOfTimeTMTextTex, 96, 8, 151 + LOGO_X_SHIFT, 126, 96, 8, 1024, 1024);
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#if OOT_MQ
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gDPPipeSync(gfx++);
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gDPSetPrimColor(gfx++, 0, 0, 255, 255, 255, (s16)this->subAlpha);
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EnMag_DrawImageRGBA32(&gfx, 174, 145, (u8*)gTitleMasterQuestSubtitleTex, 128, 32);
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#endif
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}
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Gfx_SetupDL_39Ptr(&gfx);
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