Zelda64Recomp/patches/ui_patches.c

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#include "patches.h"
#include "transform_ids.h"
#include "buffers.h"
#include "sys_cfb.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
// This moves elements towards the screen edges when increased
s32 margin_reduction = 8;
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extern s32 gFramerateDivisor;
// 10 times bigger than the game's normal buffers.
typedef struct {
GfxMasterList master;
Gfx polyXluBuffer[0x8000];
Gfx overlayBuffer[0x4000];
Gfx workBuffer[0x400];
Gfx debugBuffer[0x400];
Gfx polyOpaBuffer[0x33800];
} BiggerGfxPool;
BiggerGfxPool gBiggerGfxPools[2];
// @recomp Use the bigger gfx pools and enable RT64 extended GBI mode.
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
BiggerGfxPool* bigger_pool = &gBiggerGfxPools[gfxCtx->gfxPoolIdx % 2];
gGfxMasterDL = &pool->master;
gSegments[0x0E] = (uintptr_t)gGfxMasterDL;
pool->headMagic = GFXPOOL_HEAD_MAGIC;
pool->tailMagic = GFXPOOL_TAIL_MAGIC;
Graph_InitTHGA(&gfxCtx->polyOpa, bigger_pool->polyOpaBuffer, sizeof(bigger_pool->polyOpaBuffer));
Graph_InitTHGA(&gfxCtx->polyXlu, bigger_pool->polyXluBuffer, sizeof(bigger_pool->polyXluBuffer));
Graph_InitTHGA(&gfxCtx->overlay, bigger_pool->overlayBuffer, sizeof(bigger_pool->overlayBuffer));
Graph_InitTHGA(&gfxCtx->work, bigger_pool->workBuffer, sizeof(bigger_pool->workBuffer));
Graph_InitTHGA(&gfxCtx->debug, bigger_pool->debugBuffer, sizeof(bigger_pool->debugBuffer));
gfxCtx->polyOpaBuffer = bigger_pool->polyOpaBuffer;
gfxCtx->polyXluBuffer = bigger_pool->polyXluBuffer;
gfxCtx->overlayBuffer = bigger_pool->overlayBuffer;
gfxCtx->workBuffer = bigger_pool->workBuffer;
gfxCtx->debugBuffer = bigger_pool->debugBuffer;
gfxCtx->curFrameBuffer = SysCfb_GetFramebuffer(gfxCtx->framebufferIndex % 2);
gSegments[0x0F] = (uintptr_t)gfxCtx->curFrameBuffer;
gfxCtx->zbuffer = SysCfb_GetZBuffer();
gSPBranchList(&gGfxMasterDL->disps[0], bigger_pool->polyOpaBuffer);
gSPBranchList(&gGfxMasterDL->disps[1], bigger_pool->polyXluBuffer);
gSPBranchList(&gGfxMasterDL->disps[2], bigger_pool->overlayBuffer);
gSPBranchList(&gGfxMasterDL->disps[3], bigger_pool->workBuffer);
gSPEndDisplayList(&gGfxMasterDL->disps[4]);
gSPBranchList(&gGfxMasterDL->debugDisp[0], bigger_pool->debugBuffer);
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// @recomp Enable RT64 extended GBI mode and set the current framerate
OPEN_DISPS(gfxCtx);
gEXEnable(POLY_OPA_DISP++);
CLOSE_DISPS(gfxCtx);
}
void recomp_crash(const char* err) {
recomp_printf("%s\n", err);
// TODO open a message box instead of a hard crash
*(volatile int*)0 = 0;
}
extern volatile OSTime gRSPGfxTimeTotal;
extern volatile OSTime gRSPGfxTimeAcc;
extern volatile OSTime gRSPAudioTimeTotal;
extern volatile OSTime gRSPAudioTimeAcc;
extern volatile OSTime gRDPTimeTotal;
extern volatile OSTime gRDPTimeAcc;
extern OSTime sGraphPrevUpdateEndTime;
extern volatile OSTime gGraphUpdatePeriod;
extern int extra_vis;
// @recomp Modified to report errors instead of skipping frames.
/**
* Run the game state logic, then finalize the gfx buffer
* and run the graphics task for this frame.
*/
void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
u32 problem;
gameState->unk_A3 = 0;
Graph_SetNextGfxPool(gfxCtx);
GameState_Update(gameState);
OPEN_DISPS(gfxCtx);
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// @recomp Send the current framerate to RT64, including any extra VI interrupt periods.
gEXSetRefreshRate(POLY_OPA_DISP++, 60 / (gameState->framerateDivisor + extra_vis));
// @recomp Edit billboard groups to skip interpolation if the camera also skipped.
if (gameState->destroy == Play_Destroy) {
PlayState* play = (PlayState*)gameState;
edit_billboard_groups(play);
}
// @recomp Clear the camera skip state.
clear_camera_skipped();
gSPEndDisplayList(WORK_DISP++);
gSPEndDisplayList(POLY_OPA_DISP++);
gSPEndDisplayList(POLY_XLU_DISP++);
gSPEndDisplayList(OVERLAY_DISP++);
gSPEndDisplayList(DEBUG_DISP++);
CLOSE_DISPS(gfxCtx);
{
Gfx* gfx = gGfxMasterDL->taskStart;
gSPSegment(gfx++, 0x0E, gGfxMasterDL);
gSPDisplayList(gfx++, &D_0E000000.disps[3]);
gSPDisplayList(gfx++, &D_0E000000.disps[0]);
gSPDisplayList(gfx++, &D_0E000000.disps[1]);
gSPDisplayList(gfx++, &D_0E000000.disps[2]);
gSPDisplayList(gfx++, &D_0E000000.debugDisp[0]);
gDPPipeSync(gfx++);
gDPFullSync(gfx++);
gSPEndDisplayList(gfx++);
}
problem = false;
// @recomp Patch all error conditions to print to console and crash the application.
{
GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
if (pool->headMagic != GFXPOOL_HEAD_MAGIC) {
recomp_crash("GfxPool headMagic integrity check failed!");
}
if (pool->tailMagic != GFXPOOL_TAIL_MAGIC) {
recomp_crash("GfxPool tailMagic integrity check failed!");
}
}
if (THGA_IsCrash(&gfxCtx->polyOpa)) {
recomp_crash("gfxCtx->polyOpa overflow!");
}
if (THGA_IsCrash(&gfxCtx->polyXlu)) {
recomp_crash("gfxCtx->polyXlu overflow!");
}
if (THGA_IsCrash(&gfxCtx->overlay)) {
recomp_crash("gfxCtx->overlay overflow!");
}
if (THGA_IsCrash(&gfxCtx->work)) {
recomp_crash("gfxCtx->work overflow!");
}
if (THGA_IsCrash(&gfxCtx->debug)) {
recomp_crash("gfxCtx->debug overflow!");
}
if (!problem) {
// @recomp Temporarily adjust the framerate divisor to include any extra VI interrupt periods.
u8 old_divisor = gameState->framerateDivisor;
gameState->framerateDivisor += extra_vis;
Graph_TaskSet00(gfxCtx, gameState);
// @recomp Restore the old framerate divisor.
gameState->framerateDivisor = old_divisor;
gfxCtx->gfxPoolIdx++;
gfxCtx->framebufferIndex++;
}
// @recomp Clear any extra VI interrupt periods.
extra_vis = 0;
{
OSTime time = osGetTime();
gRSPGfxTimeTotal = gRSPGfxTimeAcc;
gRSPAudioTimeTotal = gRSPAudioTimeAcc;
gRDPTimeTotal = gRDPTimeAcc;
gRSPGfxTimeAcc = 0;
gRSPAudioTimeAcc = 0;
gRDPTimeAcc = 0;
if (sGraphPrevUpdateEndTime != 0) {
gGraphUpdatePeriod = time - sGraphPrevUpdateEndTime;
}
sGraphPrevUpdateEndTime = time;
}
}
extern s16 sPictoState;
// Modify interface drawing (rupees, key counter, etc.)
extern TexturePtr sStoryTextures[];
extern TexturePtr sStoryTLUTs[];
extern Color_RGB16 sRupeeCounterIconPrimColors[];
extern Color_RGB16 sRupeeCounterIconEnvColors[];
extern u8 gRupeeCounterIconTex[];
extern s16 sRupeeDigitsFirst[];
extern s16 sRupeeDigitsCount[];
extern u8 gSmallKeyCounterIconTex[];
extern u8 gCounterDigit0Tex[];
extern u8 gGoldSkulltulaCounterIconTex[];
extern Color_RGB16 sMinigameCountdownPrimColors[];
extern TexturePtr sMinigameCountdownTextures[];
extern s16 sMinigameCountdownTexWidths[];
extern u8 gPictoBoxFocusBorderTex[];
extern u8 gPictoBoxFocusIconTex[];
extern u8 gPictoBoxFocusTextTex[];
static Gfx sScreenFillSetupDL[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_1PRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_CLD_SURF | G_RM_CLD_SURF2),
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
gsSPEndDisplayList(),
};
void Interface_DrawAButton(PlayState* play);
void Interface_DrawBButtonIcons(PlayState* play);
void Interface_DrawCButtonIcons(PlayState* play);
void Interface_DrawClock(PlayState* play);
void Interface_DrawItemButtons(PlayState* play);
void Interface_DrawMinigameIcons(PlayState* play);
void Interface_DrawPauseMenuEquippingIcons(PlayState* play);
void Interface_DrawPerfectLetters(PlayState* play);
void Interface_DrawTimers(PlayState* play);
void Interface_SetOrthoView(InterfaceContext* interfaceCtx);
void Interface_SetVertices(PlayState* play);
void Magic_DrawMeter(PlayState* play);
void Interface_Draw(PlayState* play) {
s32 pad;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
Gfx* gfx;
s16 sp2CE;
s16 sp2CC;
s16 sp2CA;
s16 sp2C8;
PauseContext* pauseCtx = &play->pauseCtx;
f32 minigameCountdownScale;
s16 counterDigits[4];
s16 magicAlpha;
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(OVERLAY_DISP++, 0x02, interfaceCtx->parameterSegment);
gSPSegment(OVERLAY_DISP++, 0x09, interfaceCtx->doActionSegment);
gSPSegment(OVERLAY_DISP++, 0x08, interfaceCtx->iconItemSegment);
gSPSegment(OVERLAY_DISP++, 0x0B, interfaceCtx->mapSegment);
if (pauseCtx->debugEditor == DEBUG_EDITOR_NONE) {
Interface_SetVertices(play);
// @recomp Adjust any scissors to cover the whole screen
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, -margin_reduction, -SCREEN_WIDTH, margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
Interface_SetOrthoView(interfaceCtx);
// Draw Grandma's Story
if (interfaceCtx->storyDmaStatus == STORY_DMA_DONE) {
gSPSegment(OVERLAY_DISP++, 0x07, interfaceCtx->storySegment);
Gfx_SetupDL39_Opa(play->state.gfxCtx);
gDPSetTextureFilter(POLY_OPA_DISP++, G_TF_POINT);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
// Load in Grandma's Story
gSPLoadUcodeL(OVERLAY_DISP++, gspS2DEX2_fifo);
gfx = OVERLAY_DISP;
Prerender_DrawBackground2D(&gfx, sStoryTextures[interfaceCtx->storyType],
sStoryTLUTs[interfaceCtx->storyType], SCREEN_WIDTH, SCREEN_HEIGHT, 2, 1, 0x8000,
0x100, 0.0f, 0.0f, 1.0f, 1.0f, 0);
OVERLAY_DISP = gfx;
gSPLoadUcode(OVERLAY_DISP++, SysUcode_GetUCode(), SysUcode_GetUCodeData());
gDPPipeSync(OVERLAY_DISP++);
// Fill the screen with a black rectangle
gDPSetRenderMode(OVERLAY_DISP++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, R_STORY_FILL_SCREEN_ALPHA);
gDPFillRectangle(OVERLAY_DISP++, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
}
// @recomp Left align and shift left/up for life meter
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4);
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4);
Interface_SetOrthoView(interfaceCtx);
LifeMeter_Draw(play);
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
// @recomp Left align and shift left/down for key count, skulltula count, and rupee count
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, -margin_reduction * 4, margin_reduction * 4);
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -margin_reduction * 4, margin_reduction * 4, -margin_reduction * 4, margin_reduction * 4);
// Draw Rupee Icon
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sRupeeCounterIconPrimColors[CUR_UPG_VALUE(UPG_WALLET)].r,
sRupeeCounterIconPrimColors[CUR_UPG_VALUE(UPG_WALLET)].g,
sRupeeCounterIconPrimColors[CUR_UPG_VALUE(UPG_WALLET)].b, interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sRupeeCounterIconEnvColors[CUR_UPG_VALUE(UPG_WALLET)].r,
sRupeeCounterIconEnvColors[CUR_UPG_VALUE(UPG_WALLET)].g,
sRupeeCounterIconEnvColors[CUR_UPG_VALUE(UPG_WALLET)].b, 255);
OVERLAY_DISP =
Gfx_DrawTexRectIA8(OVERLAY_DISP, gRupeeCounterIconTex, 16, 16, 26, 206, 16, 16, 1 << 10, 1 << 10);
switch (play->sceneId) {
case SCENE_INISIE_N:
case SCENE_INISIE_R:
case SCENE_MITURIN:
case SCENE_HAKUGIN:
case SCENE_SEA:
if (DUNGEON_KEY_COUNT(gSaveContext.mapIndex) >= 0) {
// Small Key Icon
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 230, 255, interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 20, 255);
OVERLAY_DISP = Gfx_DrawTexRectIA8(OVERLAY_DISP, gSmallKeyCounterIconTex, 16, 16, 26, 190, 16, 16,
1 << 10, 1 << 10);
// Small Key Counter
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
TEXEL0, 0, PRIMITIVE, 0);
counterDigits[2] = 0;
counterDigits[3] = DUNGEON_KEY_COUNT(gSaveContext.mapIndex);
while (counterDigits[3] >= 10) {
counterDigits[2]++;
counterDigits[3] -= 10;
}
sp2CA = 42;
if (counterDigits[2] != 0) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
OVERLAY_DISP =
Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[2]), 8, 16,
43, 191, 8, 16, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
gSPTextureRectangle(OVERLAY_DISP++, 168, 760, 200, 824, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
sp2CA += 8;
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[3]),
8, 16, sp2CA + 1, 191, 8, 16, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
gSPTextureRectangle(OVERLAY_DISP++, sp2CA * 4, 760, (sp2CA * 4) + 0x20, 824, G_TX_RENDERTILE, 0, 0,
1 << 10, 1 << 10);
}
break;
case SCENE_KINSTA1:
case SCENE_KINDAN2:
// Gold Skulltula Icon
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gGoldSkulltulaCounterIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 24, 24,
0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, 80, 748, 176, 820, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
// Gold Skulluta Counter
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
TEXEL0, 0, PRIMITIVE, 0);
counterDigits[2] = 0;
counterDigits[3] = Inventory_GetSkullTokenCount(play->sceneId);
while (counterDigits[3] >= 10) {
counterDigits[2]++;
counterDigits[3] -= 10;
}
sp2CA = 42;
if (counterDigits[2] != 0) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[2]),
8, 16, 43, 191, 8, 16, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
gSPTextureRectangle(OVERLAY_DISP++, 168, 760, 200, 824, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
sp2CA += 8;
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[3]), 8,
16, sp2CA + 1, 191, 8, 16, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
gSPTextureRectangle(OVERLAY_DISP++, sp2CA * 4, 760, (sp2CA * 4) + 0x20, 824, G_TX_RENDERTILE, 0, 0,
1 << 10, 1 << 10);
break;
default:
break;
}
// Rupee Counter
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0,
PRIMITIVE, 0);
counterDigits[0] = counterDigits[1] = 0;
counterDigits[2] = gSaveContext.save.saveInfo.playerData.rupees;
if ((counterDigits[2] > 9999) || (counterDigits[2] < 0)) {
counterDigits[2] &= 0xDDD;
}
while (counterDigits[2] >= 100) {
counterDigits[0]++;
counterDigits[2] -= 100;
}
while (counterDigits[2] >= 10) {
counterDigits[1]++;
counterDigits[2] -= 10;
}
sp2CC = sRupeeDigitsFirst[CUR_UPG_VALUE(UPG_WALLET)];
sp2C8 = sRupeeDigitsCount[CUR_UPG_VALUE(UPG_WALLET)];
magicAlpha = interfaceCtx->magicAlpha;
if (magicAlpha > 180) {
magicAlpha = 180;
}
for (sp2CE = 0, sp2CA = 42; sp2CE < sp2C8; sp2CE++, sp2CC++, sp2CA += 8) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, magicAlpha);
OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[sp2CC]), 8,
16, sp2CA + 1, 207, 8, 16, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
if (gSaveContext.save.saveInfo.playerData.rupees == CUR_CAPACITY(UPG_WALLET)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 255, 0, interfaceCtx->magicAlpha);
} else if (gSaveContext.save.saveInfo.playerData.rupees != 0) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 100, 100, interfaceCtx->magicAlpha);
}
gSPTextureRectangle(OVERLAY_DISP++, sp2CA * 4, 824, (sp2CA * 4) + 0x20, 888, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
}
// @recomp Left align and shift left/up for magic meter
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4);
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4);
Magic_DrawMeter(play);
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// @recomp Draw the D-Pad and its item icons as well as the autosave icon if the game is unpaused.
if (pauseCtx->state != PAUSE_STATE_MAIN) {
draw_dpad(play);
draw_dpad_icons(play);
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draw_autosave_icon(play);
}
// @recomp Right align and shift right/down for minimap
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT,
-(SCREEN_WIDTH - margin_reduction) * 4, margin_reduction * 4,
-(SCREEN_WIDTH - margin_reduction) * 4, margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, margin_reduction * 4);
Interface_SetOrthoView(interfaceCtx);
Minimap_Draw(play);
// @recomp Reset viewport alignment for drawing the target reticle
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
Interface_SetOrthoView(interfaceCtx);
if ((R_PAUSE_BG_PRERENDER_STATE != 2) && (R_PAUSE_BG_PRERENDER_STATE != 3)) {
Target_Draw(&play->actorCtx.targetCtx, play);
}
// @recomp Right align and shift right/up for equipped items and buttons
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT,
-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4,
-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
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gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
Interface_SetOrthoView(interfaceCtx);
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
Interface_DrawItemButtons(play);
if (player->transformation == GET_PLAYER_FORM) {
Interface_DrawBButtonIcons(play);
}
Interface_DrawCButtonIcons(play);
Interface_DrawAButton(play);
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// @recomp Adjust any scissors to cover the whole screen
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, -margin_reduction, -SCREEN_WIDTH, margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// @recomp Move the item being equipped from the center of the screen to the right edge as the timer counts down
if ((pauseCtx->state == PAUSE_STATE_MAIN) && ((pauseCtx->mainState == PAUSE_MAIN_STATE_EQUIP_ITEM) ||
(pauseCtx->mainState == PAUSE_MAIN_STATE_EQUIP_MASK))) {
extern s16 sEquipAnimTimer;
extern s16 sMaskEquipAnimTimer;
extern s16 sEquipState;
extern s16 sMaskEquipState;
s16 equip_timer = *(s16*)KaleidoManager_GetRamAddr(&sEquipAnimTimer);
s16 mask_equip_timer = *(s16*)KaleidoManager_GetRamAddr(&sMaskEquipAnimTimer);
s16 equip_state = *(s16*)KaleidoManager_GetRamAddr(&sEquipState);
s16 mask_equip_state = *(s16*)KaleidoManager_GetRamAddr(&sMaskEquipState);
s16 timer = MIN(equip_timer, mask_equip_timer);
s32 max_timer = 10;
// Prevent the timer from being used to calculate the origin when an arrow effect is taking place.
if (equip_timer < 10 && equip_state != EQUIP_STATE_MOVE_TO_C_BTN) {
timer = 10;
}
// Adjust the max timer value if a magic arrow is being equipped.
if ((pauseCtx->equipTargetItem == ITEM_BOW_FIRE) ||
(pauseCtx->equipTargetItem == ITEM_BOW_ICE) ||
(pauseCtx->equipTargetItem == ITEM_BOW_LIGHT)) {
max_timer = 6;
}
s32 origin = (G_EX_ORIGIN_CENTER - G_EX_ORIGIN_RIGHT) * (timer - 1) / (max_timer - 1) + G_EX_ORIGIN_RIGHT;
s32 offset = (SCREEN_WIDTH / 2) * (timer - 1) / (max_timer - 1) - SCREEN_WIDTH;
gEXSetRectAlign(OVERLAY_DISP++, origin, origin, offset * 4, 0, offset * 4, 0);
gEXSetViewportAlign(OVERLAY_DISP++, origin, offset * 4, 0);
}
Interface_DrawPauseMenuEquippingIcons(play);
// Draw either the minigame countdown or the three-day clock
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE)) {
if ((interfaceCtx->minigameState != MINIGAME_STATE_NONE) &&
(interfaceCtx->minigameState < MINIGAME_STATE_NO_COUNTDOWN_SETUP)) {
// Minigame Countdown
if (((u32)interfaceCtx->minigameState % 2) == 0) {
// @recomp Restore normal alignment and reset shift for minigame countdown
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
Interface_SetOrthoView(interfaceCtx);
sp2CE = (interfaceCtx->minigameState >> 1) - 1;
minigameCountdownScale = interfaceCtx->minigameCountdownScale / 100.0f;
if (sp2CE == 3) {
interfaceCtx->actionVtx[40 + 0].v.ob[0] = interfaceCtx->actionVtx[40 + 2].v.ob[0] = -20;
interfaceCtx->actionVtx[40 + 1].v.ob[0] = interfaceCtx->actionVtx[40 + 3].v.ob[0] =
interfaceCtx->actionVtx[40 + 0].v.ob[0] + 40;
interfaceCtx->actionVtx[40 + 1].v.tc[0] = interfaceCtx->actionVtx[40 + 3].v.tc[0] = 40 << 5;
}
interfaceCtx->actionVtx[40 + 2].v.tc[1] = interfaceCtx->actionVtx[40 + 3].v.tc[1] = 32 << 5;
Gfx_SetupDL42_Overlay(play->state.gfxCtx);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetAlphaCompare(OVERLAY_DISP++, G_AC_THRESHOLD);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMinigameCountdownPrimColors[sp2CE].r,
sMinigameCountdownPrimColors[sp2CE].g, sMinigameCountdownPrimColors[sp2CE].b,
interfaceCtx->minigameCountdownAlpha);
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(minigameCountdownScale, minigameCountdownScale, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[40], 4, 0);
OVERLAY_DISP = Gfx_DrawTexQuadIA8(OVERLAY_DISP, sMinigameCountdownTextures[sp2CE],
sMinigameCountdownTexWidths[sp2CE], 32, 0);
}
} else {
// @recomp Use normal alignment and shift down for clock
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, margin_reduction * 4, 0, margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, margin_reduction * 4);
Interface_SetOrthoView(interfaceCtx);
Interface_DrawClock(play);
}
}
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// @recomp Restore normal alignment and reset shift for minigame "Perfect" text
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
Interface_SetOrthoView(interfaceCtx);
// Draw the letters of minigame perfect
if (interfaceCtx->perfectLettersOn) {
Interface_DrawPerfectLetters(play);
}
// @recomp Align left and shift up for minigame icons (carrot icons use an extended gbi texrect to ignore this state).
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4, 0, -margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4);
Interface_SetOrthoView(interfaceCtx);
Interface_DrawMinigameIcons(play);
Interface_DrawTimers(play);
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// @recomp Restore normal alignment and shift down for minigame countdown or clock
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
Interface_SetOrthoView(interfaceCtx);
}
// Draw pictograph focus icons
if (sPictoState == PICTO_BOX_STATE_LENS) {
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
gDPSetAlphaCompare(OVERLAY_DISP++, G_AC_THRESHOLD);
gDPSetRenderMode(OVERLAY_DISP++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 155, 255);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, gPictoBoxFocusBorderTex, G_IM_FMT_IA, 16, 16, 0, G_TX_MIRROR | G_TX_WRAP,
G_TX_MIRROR | G_TX_WRAP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_TOPLEFT_X << 2, R_PICTO_FOCUS_BORDER_TOPLEFT_Y << 2,
(R_PICTO_FOCUS_BORDER_TOPLEFT_X << 2) + (16 << 2),
(R_PICTO_FOCUS_BORDER_TOPLEFT_Y << 2) + (16 << 2), G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_TOPRIGHT_X << 2, R_PICTO_FOCUS_BORDER_TOPRIGHT_Y << 2,
(R_PICTO_FOCUS_BORDER_TOPRIGHT_X << 2) + (16 << 2),
(R_PICTO_FOCUS_BORDER_TOPRIGHT_Y << 2) + (16 << 2), G_TX_RENDERTILE, 512, 0, 1 << 10,
1 << 10);
gSPTextureRectangle(
OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_BOTTOMLEFT_X << 2, R_PICTO_FOCUS_BORDER_BOTTOMLEFT_Y << 2,
(R_PICTO_FOCUS_BORDER_BOTTOMLEFT_X << 2) + (16 << 2), (R_PICTO_FOCUS_BORDER_BOTTOMLEFT_Y << 2) + (16 << 2),
G_TX_RENDERTILE, 0, 512, 1 << 10, 1 << 10);
gSPTextureRectangle(
OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_X << 2, R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_Y << 2,
(R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_X << 2) + (16 << 2),
(R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_Y << 2) + (16 << 2), G_TX_RENDERTILE, 512, 512, 1 << 10, 1 << 10);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, gPictoBoxFocusIconTex, G_IM_FMT_I, 32, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_ICON_X << 2, R_PICTO_FOCUS_ICON_Y << 2,
(R_PICTO_FOCUS_ICON_X << 2) + 0x80, (R_PICTO_FOCUS_ICON_Y << 2) + (16 << 2),
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, gPictoBoxFocusTextTex, G_IM_FMT_I, 32, 8, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_TEXT_X << 2, R_PICTO_FOCUS_TEXT_Y << 2,
(R_PICTO_FOCUS_TEXT_X << 2) + 0x80, (R_PICTO_FOCUS_TEXT_Y << 2) + 0x20, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
}
// Draw pictograph photo
if (sPictoState >= PICTO_BOX_STATE_SETUP_PHOTO) {
if (!(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) {
Play_CompressI8ToI5((play->pictoPhotoI8 != NULL) ? play->pictoPhotoI8 : gWorkBuffer,
(u8*)gSaveContext.pictoPhotoI5, PICTO_PHOTO_WIDTH * PICTO_PHOTO_HEIGHT);
interfaceCtx->unk_222 = interfaceCtx->unk_224 = 0;
sPictoState = PICTO_BOX_STATE_OFF;
gSaveContext.hudVisibility = HUD_VISIBILITY_IDLE;
Interface_SetHudVisibility(HUD_VISIBILITY_ALL);
} else {
s16 pictoRectTop;
s16 pictoRectLeft;
if (sPictoState == PICTO_BOX_STATE_SETUP_PHOTO) {
sPictoState = PICTO_BOX_STATE_PHOTO;
Message_StartTextbox(play, 0xF8, NULL);
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
player->stateFlags1 |= PLAYER_STATE1_200;
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetRenderMode(OVERLAY_DISP++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 200, 200, 250);
gDPFillRectangle(OVERLAY_DISP++, 70, 22, 251, 151);
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
gDPSetRenderMode(OVERLAY_DISP++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEI_PRIM, G_CC_MODULATEI_PRIM);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 250, 160, 160, 255);
// Picture is offset up by 33 pixels to give room for the message box at the bottom
pictoRectTop = PICTO_PHOTO_TOPLEFT_Y - 33;
for (sp2CC = 0; sp2CC < (PICTO_PHOTO_HEIGHT / 8); sp2CC++, pictoRectTop += 8) {
pictoRectLeft = PICTO_PHOTO_TOPLEFT_X;
gDPLoadTextureBlock(OVERLAY_DISP++,
(u8*)((play->pictoPhotoI8 != NULL) ? play->pictoPhotoI8 : gWorkBuffer) +
(0x500 * sp2CC),
G_IM_FMT_I, G_IM_SIZ_8b, PICTO_PHOTO_WIDTH, 8, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, pictoRectLeft << 2, pictoRectTop << 2,
(pictoRectLeft + PICTO_PHOTO_WIDTH) << 2, (pictoRectTop << 2) + (8 << 2),
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
}
}
// Draw over the entire screen (used in gameover)
if (interfaceCtx->screenFillAlpha != 0) {
gDPPipeSync(OVERLAY_DISP++);
gSPDisplayList(OVERLAY_DISP++, sScreenFillSetupDL);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->screenFillAlpha);
gSPDisplayList(OVERLAY_DISP++, D_0E000000.fillRect);
}
CLOSE_DISPS(play->state.gfxCtx);
}
extern u64 gCarrotIconTex[];
extern u64 gBeaverRingIconTex[];
extern u64 gSwordTrainingLogIconTex[];
extern u64 gFishermanMinigameTorchIconTex[];
extern u64 gArcheryScoreIconTex[];
extern u16 sMinigameScoreDigits[];
// @recomp Patched to draw the carrot icons with an extended gbi texrect so they don't inherit the current origin.
void Interface_DrawMinigameIcons(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 i;
s16 numDigitsDrawn;
s16 rectX;
s16 rectY;
s16 width;
s16 height;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE)) {
// Carrots rendering if the action corresponds to riding a horse
if (interfaceCtx->unk_212 == DO_ACTION_FASTER) {
// Load Carrot Icon
gDPLoadTextureBlock(OVERLAY_DISP++, gCarrotIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
rectX = 110;
rectY = (interfaceCtx->minigameState != MINIGAME_STATE_NONE) ? 200 : 56;
// Draw 6 carrots
for (i = 1; i < 7; i++, rectX += 16) {
// Carrot Color (based on availability)
if ((interfaceCtx->numHorseBoosts == 0) || (interfaceCtx->numHorseBoosts < i)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 150, 255, interfaceCtx->aAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->aAlpha);
}
// @recomp Draw the carrot icons with an extended gbi texrect, using none as the origin to override the current alignment.
gEXTextureRectangle(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, rectX << 2, rectY << 2, (rectX + 16) << 2, (rectY + 16) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
}
if (gSaveContext.minigameStatus == MINIGAME_STATUS_ACTIVE) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
width = 24;
height = 16;
rectX = 20;
if (gSaveContext.save.saveInfo.playerData.healthCapacity > 0xA0) {
rectY = 75; // two rows of hearts
} else {
rectY = 67; // one row of hearts
}
if (gSaveContext.save.entrance == ENTRANCE(WATERFALL_RAPIDS, 1)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gBeaverRingIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
} else if (play->sceneId == SCENE_DOUJOU) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 140, 50, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gSwordTrainingLogIconTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
} else if (play->sceneId == SCENE_30GYOSON) {
width = 16;
height = 30;
rectX = 24;
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 100, 75, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 55, 55, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gFishermanMinigameTorchIconTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 30, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gArcheryScoreIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
}
gSPTextureRectangle(OVERLAY_DISP++, (rectX << 2), (rectY << 2), ((rectX + width) << 2),
((rectY + height) << 2), G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0,
0, PRIMITIVE, 0);
if (play->sceneId == SCENE_30GYOSON) {
rectX += 20;
if (gSaveContext.save.saveInfo.playerData.healthCapacity > 0xA0) {
rectY = 87; // two rows of hearts
} else {
rectY = 79; // one row of hearts
}
} else {
rectX += 26;
}
for (i = 0, numDigitsDrawn = 0; i < 4; i++) {
if ((sMinigameScoreDigits[i] != 0) || (numDigitsDrawn != 0) || (i >= 3)) {
OVERLAY_DISP =
Gfx_DrawTexRectI8(OVERLAY_DISP, ((u8*)gCounterDigit0Tex + (8 * 16 * sMinigameScoreDigits[i])),
8, 0x10, rectX, rectY - 2, 9, 0xFA, 0x370, 0x370);
rectX += 9;
numDigitsDrawn++;
}
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
extern s16 sTextboxWidth;
extern s16 sTextboxHeight;
extern s16 sTextboxTexWidth;
extern s16 sTextboxTexHeight;
extern u64 gOcarinaTrebleClefTex[];
// @recomp Patch textboxes to use ortho tris with a matrix so they can be interpolated.
void Message_DrawTextBox(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
Gfx* gfx = *gfxP;
gDPPipeSync(gfx++);
if (((u32)msgCtx->textBoxType == TEXTBOX_TYPE_0) || (msgCtx->textBoxType == TEXTBOX_TYPE_2) ||
(msgCtx->textBoxType == TEXTBOX_TYPE_9) || (msgCtx->textBoxType == TEXTBOX_TYPE_A)) {
gDPSetRenderMode(gfx++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
} else if (msgCtx->textBoxType == TEXTBOX_TYPE_3) {
gDPSetAlphaCompare(gfx++, G_AC_THRESHOLD);
gDPSetRenderMode(gfx++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
}
gDPSetPrimColor(gfx++, 0, 0, msgCtx->textboxColorRed, msgCtx->textboxColorGreen, msgCtx->textboxColorBlue,
msgCtx->textboxColorAlphaCurrent);
if (((u32)msgCtx->textBoxType == TEXTBOX_TYPE_0) || (msgCtx->textBoxType == TEXTBOX_TYPE_2) ||
(msgCtx->textBoxType == TEXTBOX_TYPE_6) || (msgCtx->textBoxType == TEXTBOX_TYPE_8) ||
(msgCtx->textBoxType == TEXTBOX_TYPE_9) || (msgCtx->textBoxType == TEXTBOX_TYPE_A)) {
gDPLoadTextureBlock_4b(gfx++, msgCtx->textboxSegment, G_IM_FMT_I, 128, 64, 0, G_TX_MIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 7, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
} else {
gDPPipeSync(gfx++);
if (msgCtx->textBoxType == TEXTBOX_TYPE_3) {
gDPSetEnvColor(gfx++, 0, 0, 0, 255);
} else if (msgCtx->textBoxType == TEXTBOX_TYPE_D) {
gDPSetEnvColor(gfx++, 20, 0, 10, 255);
} else {
gDPSetEnvColor(gfx++, 50, 20, 0, 255);
}
gDPLoadTextureBlock_4b(gfx++, msgCtx->textboxSegment, G_IM_FMT_IA, 128, 64, 0, G_TX_MIRROR | G_TX_WRAP,
G_TX_MIRROR | G_TX_WRAP, 7, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
}
// @recomp Push the old RDP/RSP params.
gEXPushProjectionMatrix(gfx++);
gEXPushGeometryMode(gfx++);
gEXPushOtherMode(gfx++);
gEXPushViewport(gfx++);
gEXMatrixGroupSimple(gfx++, TEXTBOX_TRANSFORM_PROJECTION_ID, G_EX_PUSH, G_MTX_PROJECTION,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
gEXMatrixGroupSimple(gfx++, TEXTBOX_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
// @recomp Set up the RSP params.
gSPLoadGeometryMode(gfx++, 0);
gSPTexture(gfx++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
Vp* textbox_viewport = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Vp));
textbox_viewport->vp.vscale[0] = (gCfbWidth / 2) << 2;
textbox_viewport->vp.vscale[1] = (gCfbHeight / 2) << 2;
textbox_viewport->vp.vscale[2] = G_MAXZ;
textbox_viewport->vp.vscale[3] = 0;
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textbox_viewport->vp.vtrans[0] = (gCfbWidth / 2) << 2;
textbox_viewport->vp.vtrans[1] = (gCfbHeight / 2) << 2;
textbox_viewport->vp.vtrans[2] = 0;
textbox_viewport->vp.vtrans[3] = 0;
gSPViewport(gfx++, textbox_viewport);
if (msgCtx->textBoxType == TEXTBOX_TYPE_A) {
gSPTextureRectangle(gfx++, msgCtx->textboxX << 2, (msgCtx->textboxY + 22) << 2,
(msgCtx->textboxX + msgCtx->unk12008) << 2, (msgCtx->textboxY + 54) << 2, G_TX_RENDERTILE,
0, 6, msgCtx->unk1200C << 1, 2 << 10);
} else {
const s32 base_textbox_width = 256;
const s32 base_textbox_height = 64;
// @recomp Calculate a scale based on the the target size derivatives.
f32 textbox_scale_x = sTextboxWidth / (f32)base_textbox_width;
f32 textbox_scale_y = sTextboxHeight / (f32)base_textbox_height;
// @recomp Calculate the textbox center.
f32 textbox_center_x = msgCtx->textboxX + sTextboxWidth / 2.0f;
f32 textbox_center_y = msgCtx->textboxY + sTextboxHeight / 2.0f;
// @recomp Allocate and build the matrices.
Mtx* textbox_model_matrix = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx));
Mtx* textbox_proj_matrix = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx));
guOrtho(textbox_proj_matrix, 0, gCfbWidth, gCfbHeight, 0, -1.0f, 1.0f, 1.0f);
Mtx_SetTranslateScaleMtx(textbox_model_matrix, textbox_scale_x, textbox_scale_y, 1.0f, textbox_center_x, textbox_center_y, 0.0f);
// @recomp Static vertex list for the textboxes.
static Vtx textbox_verts[4] = {
{{{-base_textbox_width / 2, -base_textbox_height / 2, 0}, 0, { 0 << 5, 0 << 5}, {0, 0, 0, 0xFF}}},
{{{ base_textbox_width / 2, -base_textbox_height / 2, 0}, 0, {base_textbox_width << 5, 0 << 5}, {0, 0, 0, 0xFF}}},
{{{-base_textbox_width / 2, base_textbox_height / 2, 0}, 0, { 0 << 5, base_textbox_height << 5}, {0, 0, 0, 0xFF}}},
{{{ base_textbox_width / 2, base_textbox_height / 2, 0}, 0, {base_textbox_width << 5, base_textbox_height << 5}, {0, 0, 0, 0xFF}}},
};
// @recomp Loads the matrices, then the verts, and then draw the textbox.
gSPMatrix(gfx++, textbox_model_matrix, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(gfx++, textbox_proj_matrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPVertex(gfx++, textbox_verts, 4, 0);
// @recomp Use point filtering as this texture doesn't work well with bilerp. Also enable perspective correction for drawing tris.
gDPSetTextureFilter(gfx++, G_TF_POINT);
gDPSetTexturePersp(gfx++, G_TP_PERSP);
gSP2Triangles(gfx++, 0, 1, 3, 0x0, 0, 3, 2, 0x0);
// @recomp Restore bilerp filtering, disable perspective correction, and pop the model matrix
gDPSetTextureFilter(gfx++, G_TF_BILERP);
gDPSetTexturePersp(gfx++, G_TP_NONE);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
}
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// @recomp Draw clock for Double SoT.
if (play->msgCtx.ocarinaMode == OCARINA_MODE_PROCESS_DOUBLE_TIME) {
dsot_draw_clock(play);
}
// Draw treble clef
if (msgCtx->textBoxType == TEXTBOX_TYPE_3) {
gDPPipeSync(gfx++);
gDPSetCombineLERP(gfx++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE,
0);
gDPSetPrimColor(gfx++, 0, 0, 255, 100, 0, 255);
gDPLoadTextureBlock_4b(gfx++, gOcarinaTrebleClefTex, G_IM_FMT_I, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP,
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, 78 << 2, 166 << 2, 94 << 2, 198 << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
// @recomp Restore the old RDP/RSP params.
gEXPopProjectionMatrix(gfx++);
gEXPopGeometryMode(gfx++);
gEXPopOtherMode(gfx++);
gEXPopViewport(gfx++);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
gEXPopMatrixGroup(gfx++, G_MTX_MODELVIEW);
gEXPopMatrixGroup(gfx++, G_MTX_PROJECTION);
gSPPerspNormalize(gfx++, play->view.perspNorm);
*gfxP = gfx++;
}
void View_SetScissor(Gfx** gfx, s32 ulx, s32 uly, s32 lrx, s32 lry);
// @recomp Patched to not actually letterbox the scissor. The letterbox effect will be achieved by drawing an overlay on top instead, which
// will get interpolated unlike a scissor.
void View_ApplyLetterbox(View* view) {
s32 letterboxY;
s32 letterboxX;
s32 pad1;
s32 ulx;
s32 uly;
s32 lrx;
s32 lry;
OPEN_DISPS(view->gfxCtx);
// @recomp Disable letterboxing for the scissor.
letterboxY = 0; // ShrinkWindow_Letterbox_GetSize();
letterboxX = -1; // The following is optimized to varX = 0 but affects codegen
if (letterboxX < 0) {
letterboxX = 0;
}
if (letterboxX > (SCREEN_WIDTH / 2)) {
letterboxX = SCREEN_WIDTH / 2;
}
if (letterboxY < 0) {
letterboxY = 0;
} else if (letterboxY > (SCREEN_HEIGHT / 2)) {
letterboxY = SCREEN_HEIGHT / 2;
}
ulx = view->viewport.leftX + letterboxX;
uly = view->viewport.topY + letterboxY;
lrx = view->viewport.rightX - letterboxX;
lry = view->viewport.bottomY - letterboxY;
gDPPipeSync(POLY_OPA_DISP++);
{
s32 pad2;
Gfx* polyOpa;
polyOpa = POLY_OPA_DISP;
View_SetScissor(&polyOpa, ulx, uly, lrx, lry);
POLY_OPA_DISP = polyOpa;
}
gDPPipeSync(POLY_XLU_DISP++);
{
Gfx* polyXlu;
s32 pad3;
polyXlu = POLY_XLU_DISP;
View_SetScissor(&polyXlu, ulx, uly, lrx, lry);
POLY_XLU_DISP = polyXlu;
}
CLOSE_DISPS(view->gfxCtx);
}
typedef struct {
/* 0x0 */ s8 letterboxTarget;
/* 0x1 */ s8 letterboxSize;
/* 0x2 */ s8 pillarboxTarget;
/* 0x3 */ s8 pillarboxSize;
} ShrinkWindow; // size = 0x4
extern ShrinkWindow* sShrinkWindowPtr;
// @recomp Replace the rects used to letterbox with ortho tris so they can be interpolated.
void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
Gfx* gfx;
s8 letterboxSize = sShrinkWindowPtr->letterboxSize;
s8 pillarboxSize = sShrinkWindowPtr->pillarboxSize;
// @recomp Always draw the letterbox tris so that they the matrices can still be interpolated on the first frame they appear.
// Avoid drawing it at a specific point in the pausing process.
if (R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_PROCESS) { //letterboxSize > 0) {
OPEN_DISPS(gfxCtx);
gfx = OVERLAY_DISP;
// @recomp Push the old RDP/RSP params.
gEXPushProjectionMatrix(gfx++);
gEXPushGeometryMode(gfx++);
gEXPushOtherMode(gfx++);
gEXPushCombineMode(gfx++);
// @recomp Set up the new RSP/RDP params.
gDPSetCycleType(gfx++, G_CYC_1CYCLE);
gDPSetRenderMode(gfx++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCombineLERP(gfx++, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1);
gSPLoadGeometryMode(gfx++, 0);
// @recomp Set up the letterbox matrix groups.
gEXMatrixGroupSimple(gfx++, TEXTBOX_TRANSFORM_PROJECTION_ID, G_EX_PUSH, G_MTX_PROJECTION,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
gEXMatrixGroupSimple(gfx++, TEXTBOX_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
// @recomp Allocate and build the matrices.
Mtx* ortho_matrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
Mtx* letterbox_matrix_top = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
Mtx* letterbox_matrix_bottom = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
guOrtho(ortho_matrix, -SCREEN_WIDTH / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, -SCREEN_HEIGHT / 2, -1.0f, 1.0f, 1.0f);
Mtx_SetTranslateScaleMtx(letterbox_matrix_top, 1.0f, 1.0f, 1.0f, 0.0f, -SCREEN_HEIGHT / 2 + letterboxSize, 0.0f);
Mtx_SetTranslateScaleMtx(letterbox_matrix_bottom, 1.0f, -1.0f, 1.0f, 0.0f, SCREEN_HEIGHT / 2 - letterboxSize, 0.0f);
gSPMatrix(gfx++, ortho_matrix, G_MTX_PROJECTION | G_MTX_NOPUSH | G_MTX_LOAD);
// @recomp Static variable holding the letterbox vertices. The origin is at the edge to make calculating the translation matrix easy.
static Vtx letterbox_verts[4] = {
{{{-32000, -120, 0}, 0, {0, 0}, {0, 0, 0, 0xFF}}},
{{{ 32000, -120, 0}, 0, {0, 0}, {0, 0, 0, 0xFF}}},
{{{-32000, 0, 0}, 0, {0, 0}, {0, 0, 0, 0xFF}}},
{{{ 32000, 0, 0}, 0, {0, 0}, {0, 0, 0, 0xFF}}},
};
// @recomp Draw the top letterbox element.
gSPMatrix(gfx++, letterbox_matrix_top, G_MTX_MODELVIEW | G_MTX_PUSH | G_MTX_LOAD);
gSPVertex(gfx++, letterbox_verts, 4, 0);
gSP2Triangles(gfx++, 0, 1, 3, 0x0, 0, 3, 2, 0x0);
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// @recomp Draw the bottom letterbox element.
gSPMatrix(gfx++, letterbox_matrix_bottom, G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_LOAD);
gSPVertex(gfx++, letterbox_verts, 4, 0);
gSP2Triangles(gfx++, 0, 3, 1, 0x0, 0, 2, 3, 0x0);
// @recomp Restore the old RDP/RSP params.
gEXPopProjectionMatrix(gfx++);
gEXPopGeometryMode(gfx++);
gEXPopOtherMode(gfx++);
gEXPopCombineMode(gfx++);
gSPPopMatrix(gfx++, G_MTX_MODELVIEW);
gEXPopMatrixGroup(gfx++, G_MTX_MODELVIEW);
gEXPopMatrixGroup(gfx++, G_MTX_PROJECTION);
OVERLAY_DISP = gfx++;
CLOSE_DISPS(gfxCtx);
}
if (pillarboxSize > 0) {
OPEN_DISPS(gfxCtx);
gfx = OVERLAY_DISP;
gDPPipeSync(gfx++);
gDPSetCycleType(gfx++, G_CYC_FILL);
gDPSetRenderMode(gfx++, G_RM_NOOP, G_RM_NOOP2);
gDPSetFillColor(gfx++, (GPACK_RGBA5551(0, 0, 0, 1) << 16) | GPACK_RGBA5551(0, 0, 0, 1));
gDPFillRectangle(gfx++, 0, 0, pillarboxSize - 1, gScreenHeight - 1);
gDPFillRectangle(gfx++, gScreenWidth - pillarboxSize, 0, gScreenWidth - 1, gScreenHeight - 1);
gDPPipeSync(gfx++);
gDPSetCycleType(gfx++, G_CYC_1CYCLE);
gDPSetRenderMode(gfx++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, 0);
gDPFillRectangle(gfx++, pillarboxSize, 0, pillarboxSize + 2, gScreenHeight);
gDPFillRectangle(gfx++, gScreenWidth - pillarboxSize - 2, 0, gScreenWidth - pillarboxSize, gScreenHeight);
gDPPipeSync(gfx++);
OVERLAY_DISP = gfx++;
CLOSE_DISPS(gfxCtx);
}
}
extern u64 gSceneTitleCardGradientTex[];
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// @recomp Patch the scene title card (the one with purple background when entering a new scene)
// to not glitch out on the right edge, which is hidden by overscan on N64.
void Message_DrawSceneTitleCard(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
Gfx* gfx;
gfx = *gfxP;
Gfx_SetupDL39_Ptr(&gfx);
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetTextureFilter(gfx++, G_TF_BILERP);
gDPSetAlphaDither(gfx++, G_AD_NOTPATTERN);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, msgCtx->textboxColorAlphaCurrent);
gDPSetEnvColor(gfx++, 140, 40, 160, 255);
gDPLoadTextureBlock(gfx++, gSceneTitleCardGradientTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 1, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 6, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// @recomp Decrease dsdx from the original 204 to 200 in order to hide the glitching on the right edge.
gSPTextureRectangle(gfx++, 0, XREG(77) << 2, 320 << 2, (XREG(77) + XREG(76)) << 2, G_TX_RENDERTILE, 0, 0, 200,
1 << 10);
gDPPipeSync(gfx++);
gDPSetCombineLERP(gfx++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(gfx++, 0, 0, 0, 255);
if ((msgCtx->currentTextId < 0x1BB2) || (msgCtx->currentTextId >= 0x1BB7)) {
msgCtx->unk11FF8 = XREG(75);
}
msgCtx->unk11FFA = XREG(74);
Message_DrawTextNES(play, &gfx, 0);
*gfxP = gfx++;
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}