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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:
mracsys 2024-11-30 13:56:59 -05:00 committed by GitHub
parent cddca30442
commit e0bd123312
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
5 changed files with 27 additions and 23 deletions

View file

@ -1,8 +1,8 @@
<Root>
<File Name="ydan_scene" Segment="2">
<Cutscene Name="gDekuTreeIntroCs" Offset="0xB640"/>
<Texture Name="gYdanTex_00BA18" Format="rgba16" Width="32" Height="64" Offset="0xBA08"/>
<Texture Name="gYdanTex_00CA18" Format="rgba16" Width="32" Height="64" Offset="0xCA08"/>
<Texture Name="gDekuTreeDayEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xBA08"/>
<Texture Name="gDekuTreeNightEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xCA08"/>
<Scene Name="ydan_scene" Offset="0x0"/>
</File>

View file

@ -1,8 +1,8 @@
<Root>
<File Name="ydan_scene" Segment="2">
<Cutscene Name="gDekuTreeIntroCs" Offset="0xB650"/>
<Texture Name="gYdanTex_00BA18" Format="rgba16" Width="32" Height="64" Offset="0xBA18"/>
<Texture Name="gYdanTex_00CA18" Format="rgba16" Width="32" Height="64" Offset="0xCA18"/>
<Texture Name="gDekuTreeDayEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xBA18"/>
<Texture Name="gDekuTreeNightEntranceTex" Format="rgba16" Width="32" Height="64" Offset="0xCA18"/>
<Scene Name="ydan_scene" Offset="0x0"/>
</File>

View file

@ -2,8 +2,8 @@
<File Name="spot12_scene" Segment="2">
<Cutscene Name="gGerudoFortressFirstCaptureCs" Offset="0x55C0"/>
<Cutscene Name="gGerudoFortressIntroCs" Offset="0x6490"/>
<Texture Name="gSpot12_009678Tex" Format="rgba16" Width="64" Height="32" Offset="0x9678"/>
<Texture Name="gSpot12_00DE78Tex" Format="rgba16" Width="64" Height="32" Offset="0xDE78"/>
<Texture Name="gGerudoFortressNightWallTex" Format="rgba16" Width="64" Height="32" Offset="0x9678"/>
<Texture Name="gGerudoFortressDayWallTex" Format="rgba16" Width="64" Height="32" Offset="0xDE78"/>
<Scene Name="spot12_scene" Offset="0x0"/>
</File>
<File Name="spot12_room_0" Segment="3">

View file

@ -2,8 +2,8 @@
<File Name="spot12_scene" Segment="2">
<Cutscene Name="gGerudoFortressFirstCaptureCs" Offset="0x55D0"/>
<Cutscene Name="gGerudoFortressIntroCs" Offset="0x64A0"/>
<Texture Name="gSpot12_009678Tex" Format="rgba16" Width="64" Height="32" Offset="0x9688"/>
<Texture Name="gSpot12_00DE78Tex" Format="rgba16" Width="64" Height="32" Offset="0xDE88"/>
<Texture Name="gGerudoFortressNightWallTex" Format="rgba16" Width="64" Height="32" Offset="0x9688"/>
<Texture Name="gGerudoFortressDayWallTex" Format="rgba16" Width="64" Height="32" Offset="0xDE88"/>
<Scene Name="spot12_scene" Offset="0x0"/>
</File>
<File Name="spot12_room_0" Segment="3">

View file

@ -215,9 +215,9 @@ void Scene_DrawConfigDefault(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4735);
}
void* D_8012A2F8[] = {
gYdanTex_00BA18,
gYdanTex_00CA18,
void* sDekuTreeEntranceTextures[] = {
gDekuTreeDayEntranceTex,
gDekuTreeNightEntranceTex,
};
void Scene_DrawConfigDekuTree(PlayState* play) {
@ -233,7 +233,8 @@ void Scene_DrawConfigDekuTree(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[((void)0, gSaveContext.save.nightFlag)]));
gSPSegment(POLY_OPA_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sDekuTreeEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4783);
}
@ -527,7 +528,7 @@ void Scene_DrawConfigThievesHideout(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5507);
}
void* D_8012A330[] = {
void* sWaterTempleEntranceTextures[] = {
gWaterTempleDayEntranceTex,
gWaterTempleNightEntranceTex,
};
@ -544,9 +545,11 @@ void Scene_DrawConfigWaterTemple(PlayState* play) {
gameplayFrames = play->gameplayFrames;
#if !OOT_MQ
gSPSegment(POLY_XLU_DISP++, 0x06, SEGMENTED_TO_VIRTUAL(D_8012A330[((void)0, gSaveContext.save.nightFlag)]));
gSPSegment(POLY_XLU_DISP++, 0x06,
SEGMENTED_TO_VIRTUAL(sWaterTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
#else
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[((void)0, gSaveContext.save.nightFlag)]));
gSPSegment(POLY_XLU_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sWaterTempleEntranceTextures[((void)0, gSaveContext.save.nightFlag)]));
#endif
if (spB0 == 1) {
@ -966,11 +969,11 @@ void Scene_DrawConfigLonLonBuildings(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6528);
}
void* sGuardHouseView2Textures[] = {
void* sGuardHouseView1Textures[] = {
gGuardHouseOutSideView1DayTex,
gGuardHouseOutSideView1NightTex,
};
void* sGuardHouseView1Textures[] = {
void* sGuardHouseView2Textures[] = {
gGuardHouseOutSideView2DayTex,
gGuardHouseOutSideView2NightTex,
};
@ -986,8 +989,8 @@ void Scene_DrawConfigMarketGuardHouse(PlayState* play) {
var = gSaveContext.save.nightFlag;
}
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures[var]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures[var]));
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures[var]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures[var]));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1377,15 +1380,16 @@ void Scene_DrawConfigDesertColossus(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7339);
}
void* D_8012A380[] = {
gSpot12_009678Tex,
gSpot12_00DE78Tex,
void* sGerudoFortressWallTextures[] = {
gGerudoFortressNightWallTex,
gGerudoFortressDayWallTex,
};
void Scene_DrawConfigGerudosFortress(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7363);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[((void)0, gSaveContext.save.nightFlag)]));
gSPSegment(POLY_OPA_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sGerudoFortressWallTextures[((void)0, gSaveContext.save.nightFlag)]));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7371);
}