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Decompile z_rcp.c (1 non matching left)

This commit is contained in:
Roman971 2020-03-29 18:43:45 +02:00
parent 51c85fe660
commit f5ffe8687d
359 changed files with 2285 additions and 3986 deletions

View file

@ -646,12 +646,12 @@ Scene gSceneTable[] = {
};
Gfx sDefaultDisplayList[] = {
gsSPSegment(0x08, D_80127098),
gsSPSegment(0x09, D_80127098),
gsSPSegment(0x0A, D_80127098),
gsSPSegment(0x0B, D_80127098),
gsSPSegment(0x0C, D_80127098),
gsSPSegment(0x0D, D_80127098),
gsSPSegment(0x08, gEmptyDL),
gsSPSegment(0x09, gEmptyDL),
gsSPSegment(0x0A, gEmptyDL),
gsSPSegment(0x0B, gEmptyDL),
gsSPSegment(0x0C, gEmptyDL),
gsSPSegment(0x0D, gEmptyDL),
gsDPPipeSync(),
gsDPSetPrimColor(0, 0, 0x80, 0x80, 0x80, 0x80),
gsDPSetEnvColor(0x80, 0x80, 0x80, 0x80),
@ -706,8 +706,8 @@ void func_800995DC(GlobalContext* globalCtx) {
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_scene_table.c", 4763);
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyXlu.p++);
gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
@ -730,8 +730,8 @@ void func_80099760(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 2) % 128, 64, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 2) % 128, 64, 32));
gDPPipeSync(gfxCtx->polyXlu.p++);
gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
@ -759,11 +759,11 @@ void func_80099878(GlobalContext* globalCtx) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A300[gSaveContext.night_flag]));
gSPSegment(gfxCtx->polyOpa.p++, 0x09, SEGMENTED_TO_VIRTUAL(D_8012A308[(s32)(gameplayFrames & 14) >> 1]));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 1) % 128, 64, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 1) % 128, 64, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 2) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 2) % 128, 32, 32));
{ s32 pad2[2]; } // Necessary to match stack usage
@ -863,20 +863,20 @@ void func_8009A45C(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(
gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x0B,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0C,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 50) % 2048, 8, 512, 1, 0,
(gameplayFrames * 60) % 2048, 8, 512));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 50) % 2048, 8, 512, 1, 0,
(gameplayFrames * 60) % 2048, 8, 512));
gSPSegment(gfxCtx->polyOpa.p++, 0x0D,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyXlu.p++);
gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
@ -898,17 +898,17 @@ void func_8009A798(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 64, 64));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 64, 64));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 256, 32, 64, 1, 0, 0, 32, 128));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 256, 32, 64, 1, 0, 0, 32, 128));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -930,11 +930,11 @@ void func_8009A9DC(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 256, 32,
64, 1, gameplayFrames % 128, (gameplayFrames * 3) % 256, 32, 64));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 256, 32,
64, 1, gameplayFrames % 128, (gameplayFrames * 3) % 256, 32, 64));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -955,7 +955,7 @@ void func_8009AB98(GlobalContext* globalCtx) {
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_scene_table.c", 5317);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08, Draw_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
gSPSegment(gfxCtx->polyXlu.p++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
gDPPipeSync(gfxCtx->polyXlu.p++);
gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
@ -977,9 +977,9 @@ void func_8009ACA8(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09, Draw_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1003,12 +1003,12 @@ void func_8009AE30(GlobalContext* globalCtx) {
if (globalCtx->sceneNum == SCENE_HAKADAN_BS) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
(gameplayFrames * 2) % 128, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
(gameplayFrames * 2) % 128, 0, 32, 32));
} else {
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
(gameplayFrames * 2) % 128, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
(gameplayFrames * 2) % 128, 0, 32, 32));
}
gDPPipeSync(gfxCtx->polyOpa.p++);
@ -1033,7 +1033,7 @@ void func_8009AFE0(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
{ s32 pad[2]; } // Necessary to match stack usage
@ -1065,54 +1065,54 @@ void func_8009B0FC(GlobalContext* globalCtx) {
if (spB0 == 1) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, spAC));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, spAC));
} else if (spB0 < 1) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xFF));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xFF));
} else {
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xA0));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xA0));
}
if (spB0 == 2) {
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, spAC));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, spAC));
} else if (spB0 < 2) {
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xFF));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xFF));
} else {
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xA0));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xA0));
}
if (spB0 != 0) {
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xA0));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xA0));
gSPSegment(gfxCtx->polyOpa.p++, 0x0B,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xB4));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xB4));
} else {
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 0xA0 + (s32)((spAC / 200.0f) * 95.0f)));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 0xA0 + (s32)((spAC / 200.0f) * 95.0f)));
gSPSegment(gfxCtx->polyOpa.p++, 0x0B,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xB9 + (s32)((spAC / 200.0f) * 70.0f)));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, 0xB9 + (s32)((spAC / 200.0f) * 70.0f)));
}
gSPSegment(gfxCtx->polyXlu.p++, 0x0C,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1,
0, 127 - (gameplayFrames * 1), 32, 32, 0, 0, 0, 0x80));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1,
0, 127 - (gameplayFrames * 1), 32, 32, 0, 0, 0, 0x80));
gSPSegment(gfxCtx->polyXlu.p++, 0x0D,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 4, 0, 32, 32, 1,
gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 0x80));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames * 4, 0, 32, 32, 1,
gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 0x80));
{ s32 pad[2]; } // Necessary to match stack usage
@ -1130,7 +1130,7 @@ void func_8009B86C(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, globalCtx->unk_11D30[0]);
@ -1151,7 +1151,7 @@ void func_8009B9BC(GlobalContext* globalCtx) {
func_800C6AC4(gfxArr, globalCtx->state.gfxCtx, "../z_scene_table.c", 5822);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08, Draw_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 4, 16));
gSPSegment(gfxCtx->polyOpa.p++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 4, 16));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1170,12 +1170,12 @@ void func_8009BAA4(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
if (globalCtx->sceneNum == SCENE_HAIRAL_NIWA) {
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 10) % 256, 32, 64));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 10) % 256, 32, 64));
}
gDPPipeSync(gfxCtx->polyOpa.p++);
@ -1205,16 +1205,16 @@ void func_8009BC44(GlobalContext* globalCtx) {
if (globalCtx->sceneNum == SCENE_GANON_TOU) {
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 64, 64));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 64, 64));
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1, 0,
(gameplayFrames * 1) % 256, 64, 64));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1, 0,
(gameplayFrames * 1) % 256, 64, 64));
}
gSPSegment(gfxCtx->polyOpa.p++, 0x0B,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 255 - (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 255 - (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1270,14 +1270,14 @@ void func_8009C0AC(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 512, 64, 128, 1, 0,
511 - (gameplayFrames * 1) % 512, 64, 128));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 512, 64, 128, 1, 0,
511 - (gameplayFrames * 1) % 512, 64, 128));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 32, 64, 1, 0,
255 - (gameplayFrames * 1) % 256, 32, 64));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 32, 64, 1, 0,
255 - (gameplayFrames * 1) % 256, 32, 64));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 20) % 2048, 16, 512, 1, 0,
(gameplayFrames * 30) % 2048, 16, 512));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 20) % 2048, 16, 512, 1, 0,
(gameplayFrames * 30) % 2048, 16, 512));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1315,11 +1315,11 @@ void func_8009C3EC(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A338[gSaveContext.night_flag]));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
{ s32 pad[2]; } // Necessary to match stack usage
@ -1343,16 +1343,16 @@ void func_8009C608(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 60) % 2048, 8, 512, 1, 0,
(gameplayFrames * 50) % 2048, 8, 512));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 60) % 2048, 8, 512, 1, 0,
(gameplayFrames * 50) % 2048, 8, 512));
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128, 0, 32, 32, 1,
(gameplayFrames * 1) % 128, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128, 0, 32, 32, 1,
(gameplayFrames * 1) % 128, 0, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0B,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 6) % 1024, 16, 256, 1, 0,
1023 - (gameplayFrames * 3) % 1024, 16, 256));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 6) % 1024, 16, 256, 1, 0,
1023 - (gameplayFrames * 3) % 1024, 16, 256));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1374,12 +1374,12 @@ void func_8009C8B8(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, 255 - (gameplayFrames * 10) % 256, 32, 64));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, 255 - (gameplayFrames * 10) % 256, 32, 64));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1401,8 +1401,8 @@ void func_8009CAC0(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1429,11 +1429,11 @@ void func_8009CC00(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A340[gSaveContext.night_flag]));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
{ s32 pad[2]; } // Necessary to match stack usage
@ -1446,8 +1446,8 @@ void func_8009CC00(GlobalContext* globalCtx) {
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_scene_table.c", 6320);
}
Gfx* Draw_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
u32 x2, u32 y2, s32 width2, s32 height2, s32 red, s32 green, s32 blue, s32 alpha) {
Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
Gfx* displayList = Graph_Alloc(gfxCtx, 10 * sizeof(Gfx));
x1 %= 2048;
@ -1459,7 +1459,7 @@ Gfx* Draw_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32
gDPSetTileSize(displayList + 1, tile1, x1, y1, (x1 + ((width1 - 1) << 2)), (y1 + ((height1 - 1) << 2)));
gDPTileSync(displayList + 2);
gDPSetTileSize(displayList + 3, tile2, x2, y2, (x2 + ((width2 - 1) << 2)), (y2 + ((height2 - 1) << 2)));
gDPSetPrimColor(displayList + 4, 0, 0, red, green, blue, alpha);
gDPSetPrimColor(displayList + 4, 0, 0, r, g, b, a);
gSPEndDisplayList(displayList + 5);
return displayList;
@ -1476,10 +1476,10 @@ void func_8009CF84(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScrollPrimColor(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 0xFF, 0xFF, 0xFF,
globalCtx->unk_11D30[0] + 127));
Gfx_TwoTexScrollPrimColor(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 0xFF, 0xFF, 0xFF,
globalCtx->unk_11D30[0] + 127));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1501,14 +1501,13 @@ void func_8009D0E8(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, 127 - (gameplayFrames * 4) % 128, 0, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 5) % 64, 16, 16));
Gfx_TexScroll(globalCtx->state.gfxCtx, 127 - (gameplayFrames * 4) % 128, 0, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x09, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 5) % 64, 16, 16));
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, 63 - (gameplayFrames * 2) % 64, 16, 16));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, 63 - (gameplayFrames * 2) % 64, 16, 16));
gSPSegment(
gfxCtx->polyXlu.p++, 0x0B,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 127 - (gameplayFrames * 3) % 128, 32, 32, 1, 0, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 127 - (gameplayFrames * 3) % 128, 32, 32, 1, 0, 0, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1582,10 +1581,10 @@ void func_8009D5B4(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 3) % 1024, 16, 256, 1, 0,
1023 - (gameplayFrames * 6) % 1024, 16, 256));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 3) % 1024, 16, 256, 1, 0,
1023 - (gameplayFrames * 6) % 1024, 16, 256));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1612,11 +1611,11 @@ void func_8009D758(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A360[gSaveContext.night_flag]));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
{ s32 pad[2]; } // Necessary to match stack usage
@ -1659,11 +1658,11 @@ void func_8009DA30(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1727,14 +1726,14 @@ void func_8009DE78(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 6) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 6) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 6) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 6) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1764,11 +1763,11 @@ void func_8009E0B8(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1796,8 +1795,8 @@ void func_8009E0B8(GlobalContext* globalCtx) {
gSPEndDisplayList(displayListHead);
gSPSegment(gfxCtx->polyOpa.p++, 0x0C,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (s16)(-globalCtx->unk_11D30[0] * 0.02f), 32, 16, 1, 0,
(s16)(-globalCtx->unk_11D30[0] * 0.02f), 32, 16));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (s16)(-globalCtx->unk_11D30[0] * 0.02f), 32, 16, 1, 0,
(s16)(-globalCtx->unk_11D30[0] * 0.02f), 32, 16));
func_800C6B54(gfxArr, globalCtx->state.gfxCtx, "../z_scene_table.c", 7044);
}
@ -1817,11 +1816,11 @@ void func_8009E54C(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames, gameplayFrames, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, globalCtx->unk_11D30[0] + 0xA8));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, gameplayFrames, gameplayFrames, 32, 32, 1, 0, 0, 32,
32, 0, 0, 0, globalCtx->unk_11D30[0] + 0xA8));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, -gameplayFrames, -gameplayFrames, 32, 32, 1, 0, 0,
16, 64, 0, 0, 0, globalCtx->unk_11D30[0] + 0xA8));
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, -gameplayFrames, -gameplayFrames, 32, 32, 1, 0, 0,
16, 64, 0, 0, 0, globalCtx->unk_11D30[0] + 0xA8));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0xFF, 0xFF, 0xFF, 0x80);
@ -1847,7 +1846,7 @@ void func_8009E730(GlobalContext* globalCtx) {
var = 0;
}
gSPSegment(gfxCtx->polyOpa.p++, 0x0C,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 64, 32, 1, 0, var, 64, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 64, 32, 1, 0, var, 64, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1870,13 +1869,13 @@ void func_8009E8C0(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 2) % 256, 64, 64, 1, 0,
255 - (gameplayFrames * 2) % 256, 64, 64));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 2) % 256, 64, 64, 1, 0,
255 - (gameplayFrames * 2) % 256, 64, 64));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1898,23 +1897,23 @@ void func_8009EAD8(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 3) % 1024, 32, 256, 1, 0,
(gameplayFrames * 3) % 1024, 32, 256));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 3) % 1024, 32, 256, 1, 0,
(gameplayFrames * 3) % 1024, 32, 256));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 64, 64, 1, 0,
(gameplayFrames * 1) % 256, 64, 64));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 64, 64, 1, 0,
(gameplayFrames * 1) % 256, 64, 64));
gSPSegment(gfxCtx->polyXlu.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 2) % 128, 32, 32, 1, 0,
(gameplayFrames * 2) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 2) % 128, 32, 32, 1, 0,
(gameplayFrames * 2) % 128, 32, 32));
gSPSegment(
gfxCtx->polyOpa.p++, 0x0B,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0C,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x0D,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 64, 16, 16, 1, 0,
(gameplayFrames * 1) % 64, 16, 16));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 64, 16, 16, 1, 0,
(gameplayFrames * 1) % 64, 16, 16));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -1938,11 +1937,11 @@ void func_8009EE44(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 128, 0, 32, 16, 1, gameplayFrames % 128,
0, 32, 16));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 128, 0, 32, 16, 1, gameplayFrames % 128, 0,
32, 16));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, gameplayFrames % 128, 32, 32,
1, gameplayFrames % 128, gameplayFrames % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, gameplayFrames % 128, 32, 32, 1,
gameplayFrames % 128, gameplayFrames % 128, 32, 32));
gDPPipeSync(gfxCtx->polyXlu.p++);
gDPSetEnvColor(gfxCtx->polyXlu.p++, 0x80, 0x80, 0x80, 0x80);
@ -1972,7 +1971,7 @@ void func_8009F074(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - gameplayFrames % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - gameplayFrames % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -2010,11 +2009,11 @@ void func_8009F270(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0,
gameplayFrames % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128,
32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0,
gameplayFrames % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128,
32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -2036,11 +2035,11 @@ void func_8009F40C(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128,
32, 32, 1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -2110,8 +2109,8 @@ void func_8009F7D4(GlobalContext* globalCtx) {
sp6E = (sp6E >> 1) + 192;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0,
gameplayFrames % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128,
32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, sp6F, sp6E, 0xFF, 0x80);
@ -2135,8 +2134,8 @@ void func_8009F9D0(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1,
gameplayFrames % 128, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1,
gameplayFrames % 128, 0, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -2184,12 +2183,12 @@ void func_8009FC90(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1,
127 - gameplayFrames % 128, 0, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1,
127 - gameplayFrames % 128, 0, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128,
127 - (gameplayFrames * 6) % 128, 32, 32, 1, (gameplayFrames * 6) % 128,
127 - (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128,
127 - (gameplayFrames * 6) % 128, 32, 32, 1, (gameplayFrames * 6) % 128,
127 - (gameplayFrames * 3) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x40);
@ -2219,15 +2218,15 @@ void func_8009FE58(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
if (globalCtx->sceneNum == SCENE_BDAN) {
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 128, (gameplayFrames * 2) % 128, 32,
32, 1, 127 - gameplayFrames % 128, (gameplayFrames * 2) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 128, (gameplayFrames * 2) % 128, 32,
32, 1, 127 - gameplayFrames % 128, (gameplayFrames * 2) % 128, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x0B,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 4) % 256, 32, 64, 1, 0,
255 - (gameplayFrames * 4) % 256, 32, 64));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 4) % 256, 32, 64, 1, 0,
255 - (gameplayFrames * 4) % 256, 32, 64));
} else {
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, (127 - (gameplayFrames * 1)) % 128,
(gameplayFrames * 1) % 128, 32, 32));
Gfx_TexScroll(globalCtx->state.gfxCtx, (127 - (gameplayFrames * 1)) % 128,
(gameplayFrames * 1) % 128, 32, 32));
}
gDPPipeSync(gfxCtx->polyOpa.p++);
@ -2299,14 +2298,14 @@ void func_800A0334(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyXlu.p++, 0x08,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 512, 32,
128, 1, gameplayFrames % 128, (gameplayFrames * 1) % 512, 32, 128));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 512, 32,
128, 1, gameplayFrames % 128, (gameplayFrames * 1) % 512, 32, 128));
gSPSegment(gfxCtx->polyXlu.p++, 0x09,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(gfxCtx->polyOpa.p++, 0x0A,
Draw_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);
@ -2338,9 +2337,9 @@ void func_800A059C(GlobalContext* globalCtx) {
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(gfxCtx->polyOpa.p++, 0x08,
Draw_TexScroll(globalCtx->state.gfxCtx, 127 - (gameplayFrames * 2) % 128, 0, 32, 64));
Gfx_TexScroll(globalCtx->state.gfxCtx, 127 - (gameplayFrames * 2) % 128, 0, 32, 64));
gSPSegment(gfxCtx->polyOpa.p++, 0x09,
Draw_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 512, 128, 128));
Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 512, 128, 128));
gDPPipeSync(gfxCtx->polyOpa.p++);
gDPSetEnvColor(gfxCtx->polyOpa.p++, 0x80, 0x80, 0x80, 0x80);