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Document time-specific textures for Deku Tree and Gerudo Fortress similar to other scenes (#2310)
* rename time-specific scene file textures * linter fixes
This commit is contained in:
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cddca30442
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e0bd123312
5 changed files with 27 additions and 23 deletions
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@ -1,8 +1,8 @@
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<Root>
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<File Name="ydan_scene" Segment="2">
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<Cutscene Name="gDekuTreeIntroCs" Offset="0xB640"/>
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<Texture Name="gYdanTex_00BA18" Format="rgba16" Width="32" Height="64" Offset="0xBA08"/>
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<Texture Name="gYdanTex_00CA18" Format="rgba16" Width="32" Height="64" Offset="0xCA08"/>
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<Texture Name="gDekuTreeDayEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xBA08"/>
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<Texture Name="gDekuTreeNightEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xCA08"/>
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<Scene Name="ydan_scene" Offset="0x0"/>
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</File>
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@ -1,8 +1,8 @@
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<Root>
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<File Name="ydan_scene" Segment="2">
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<Cutscene Name="gDekuTreeIntroCs" Offset="0xB650"/>
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<Texture Name="gYdanTex_00BA18" Format="rgba16" Width="32" Height="64" Offset="0xBA18"/>
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<Texture Name="gYdanTex_00CA18" Format="rgba16" Width="32" Height="64" Offset="0xCA18"/>
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<Texture Name="gDekuTreeDayEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xBA18"/>
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<Texture Name="gDekuTreeNightEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xCA18"/>
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<Scene Name="ydan_scene" Offset="0x0"/>
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</File>
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@ -2,8 +2,8 @@
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<File Name="spot12_scene" Segment="2">
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<Cutscene Name="gGerudoFortressFirstCaptureCs" Offset="0x55C0"/>
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<Cutscene Name="gGerudoFortressIntroCs" Offset="0x6490"/>
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<Texture Name="gSpot12_009678Tex" Format="rgba16" Width="64" Height="32" Offset="0x9678"/>
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<Texture Name="gSpot12_00DE78Tex" Format="rgba16" Width="64" Height="32" Offset="0xDE78"/>
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<Texture Name="gGerudoFortressNightWallTex" Format="rgba16" Width="64" Height="32" Offset="0x9678"/>
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<Texture Name="gGerudoFortressDayWallTex" Format="rgba16" Width="64" Height="32" Offset="0xDE78"/>
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<Scene Name="spot12_scene" Offset="0x0"/>
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</File>
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<File Name="spot12_room_0" Segment="3">
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@ -2,8 +2,8 @@
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<File Name="spot12_scene" Segment="2">
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<Cutscene Name="gGerudoFortressFirstCaptureCs" Offset="0x55D0"/>
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<Cutscene Name="gGerudoFortressIntroCs" Offset="0x64A0"/>
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<Texture Name="gSpot12_009678Tex" Format="rgba16" Width="64" Height="32" Offset="0x9688"/>
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<Texture Name="gSpot12_00DE78Tex" Format="rgba16" Width="64" Height="32" Offset="0xDE88"/>
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<Texture Name="gGerudoFortressNightWallTex" Format="rgba16" Width="64" Height="32" Offset="0x9688"/>
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<Texture Name="gGerudoFortressDayWallTex" Format="rgba16" Width="64" Height="32" Offset="0xDE88"/>
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<Scene Name="spot12_scene" Offset="0x0"/>
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</File>
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<File Name="spot12_room_0" Segment="3">
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@ -215,9 +215,9 @@ void Scene_DrawConfigDefault(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4735);
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}
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void* D_8012A2F8[] = {
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gYdanTex_00BA18,
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gYdanTex_00CA18,
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void* sDekuTreeEntranceTextures[] = {
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gDekuTreeDayEntranceTex,
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gDekuTreeNightEntranceTex,
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};
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void Scene_DrawConfigDekuTree(PlayState* play) {
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@ -233,7 +233,8 @@ void Scene_DrawConfigDekuTree(PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[((void)0, gSaveContext.save.nightFlag)]));
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gSPSegment(POLY_OPA_DISP++, 0x08,
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SEGMENTED_TO_VIRTUAL(sDekuTreeEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783);
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}
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@ -527,7 +528,7 @@ void Scene_DrawConfigThievesHideout(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5507);
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}
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void* D_8012A330[] = {
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void* sWaterTempleEntranceTextures[] = {
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gWaterTempleDayEntranceTex,
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gWaterTempleNightEntranceTex,
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};
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@ -544,9 +545,11 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
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gameplayFrames = play->gameplayFrames;
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#if !OOT_MQ
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gSPSegment(POLY_XLU_DISP++, 0x06, SEGMENTED_TO_VIRTUAL(D_8012A330[((void)0, gSaveContext.save.nightFlag)]));
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gSPSegment(POLY_XLU_DISP++, 0x06,
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SEGMENTED_TO_VIRTUAL(sWaterTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
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#else
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[((void)0, gSaveContext.save.nightFlag)]));
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gSPSegment(POLY_XLU_DISP++, 0x08,
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SEGMENTED_TO_VIRTUAL(sWaterTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
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#endif
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if (spB0 == 1) {
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@ -966,11 +969,11 @@ void Scene_DrawConfigLonLonBuildings(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6528);
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}
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void* sGuardHouseView2Textures[] = {
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void* sGuardHouseView1Textures[] = {
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gGuardHouseOutSideView1DayTex,
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gGuardHouseOutSideView1NightTex,
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};
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void* sGuardHouseView1Textures[] = {
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void* sGuardHouseView2Textures[] = {
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gGuardHouseOutSideView2DayTex,
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gGuardHouseOutSideView2NightTex,
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};
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@ -986,8 +989,8 @@ void Scene_DrawConfigMarketGuardHouse(PlayState* play) {
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var = gSaveContext.save.nightFlag;
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}
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures[var]));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures[var]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures[var]));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures[var]));
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
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@ -1377,15 +1380,16 @@ void Scene_DrawConfigDesertColossus(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7339);
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}
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void* D_8012A380[] = {
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gSpot12_009678Tex,
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gSpot12_00DE78Tex,
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void* sGerudoFortressWallTextures[] = {
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gGerudoFortressNightWallTex,
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gGerudoFortressDayWallTex,
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};
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void Scene_DrawConfigGerudosFortress(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7363);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[((void)0, gSaveContext.save.nightFlag)]));
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gSPSegment(POLY_OPA_DISP++, 0x08,
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SEGMENTED_TO_VIRTUAL(sGerudoFortressWallTextures[((void)0, gSaveContext.save.nightFlag)]));
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CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7371);
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}
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