Zelda64Recomp/patches/ui_patches.c

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#include "patches.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;
2023-12-04 01:32:27 +01:00
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);
2023-12-04 01:32:27 +01:00
// @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);
// @recomp Send the current framerate to RT64, including any extra VI interrupt periods.
gEXSetRefreshRate(POLY_OPA_DISP++, 60 / (gameState->framerateDivisor + extra_vis));
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);
// @recomp Draw the D-Pad and its item icons
if (pauseCtx->state != PAUSE_STATE_MAIN) {
draw_dpad(play);
draw_dpad_icons(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);
2023-12-24 08:31:13 +01:00
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);
2023-12-24 08:31:13 +01:00
// @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);
}
}
// @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 If carrots are being drawn, use default alignment and shift up
if (interfaceCtx->unk_212 == DO_ACTION_FASTER) {
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);
}
// @recomp Otherwise align left and shift up
else {
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);
// @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);
}