mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
Add transform tags for bow and arrow's string and hookshot chain, update patch makefile to use fast-math and no-unsafe-math-optimizations
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5a1dbb96f4
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214231de6c
@ -4,7 +4,7 @@ CC := clang
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LD := ld.lld
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OBJCOPY := llvm-objcopy
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CFLAGS := -target mips -mips2 -mabi=32 -O2 -mno-abicalls -mno-odd-spreg -fomit-frame-pointer -mno-check-zero-division -G0 -Wall -Wextra -Wno-incompatible-library-redeclaration -Wno-unused-parameter -Wno-unknown-pragmas -Wno-unused-variable -Wno-missing-braces
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CFLAGS := -target mips -mips2 -mabi=32 -O2 -mno-abicalls -mno-odd-spreg -fomit-frame-pointer -ffast-math -fno-unsafe-math-optimizations -mno-check-zero-division -G0 -Wall -Wextra -Wno-incompatible-library-redeclaration -Wno-unused-parameter -Wno-unknown-pragmas -Wno-unused-variable -Wno-missing-braces -Wno-unsupported-floating-point-opt
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CPPFLAGS := -nostdinc -D_LANGUAGE_C -DMIPS -I. -I ../lib/mm-decomp/include -I ../lib/mm-decomp/src -I ../lib/mm-decomp/assets -I../lib/RT64-HLE/include
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LDFLAGS := -nostdlib -T patches.ld -T syms.ld --just-symbols=../mm.us.rev1.elf --allow-multiple-definition
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BINFLAGS := -O binary
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@ -71,24 +71,6 @@ s32 func_809A9110(PlayState* play, Vec3f* pos) {
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return false;
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}
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// Override LOD to 0
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void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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OverrideLimbDrawFlex overrideLimbDraw) {
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
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gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
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lod = 0; // Force the closest LOD
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Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
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this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
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&this->actor);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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// Replace point light glow effect with RT64 point Z test so it works in widescreen
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void Lights_GlowCheck(PlayState* play) {
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@ -32,8 +32,7 @@ void EnTest7_Draw(Actor* thisx, PlayState* play) {
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}
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// func_80AF31D0 is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address.
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// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
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OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)((uintptr_t)func_80AF31D0 -
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(intptr_t)((uintptr_t)thisx->overlayEntry->vramStart - (uintptr_t)thisx->overlayEntry->loadedRamAddr));
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OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)actor_relocate(thisx, func_80AF31D0);
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// @recomp Push the matrix group for the song of soaring's wings.
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gEXMatrixGroup(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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141
patches/item_transform_tagging.c
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141
patches/item_transform_tagging.c
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@ -0,0 +1,141 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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// TODO replace these with externs when the recompiler can handle relocations in patches automatically.
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Vec3f D_808C1C10 = { 0.0f, 0.0f, 0.0f };
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Vec3f D_808C1C1C = { 0.0f, 0.0f, 900.0f };
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Vec3f D_808C1C28 = { 0.0f, 500.0f, -3000.0f };
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Vec3f D_808C1C34 = { 0.0f, -500.0f, -3000.0f };
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Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
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Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
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extern Gfx object_link_child_DL_01D960[];
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extern Gfx gHookshotChainDL[];
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#define THIS ((ArmsHook*)thisx)
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void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
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void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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ArmsHook* this = THIS;
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f32 f0;
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Player* player = GET_PLAYER(play);
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if ((player->actor.draw != NULL) && (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT)) {
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Vec3f sp68;
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Vec3f sp5C;
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Vec3f sp50;
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f32 sp4C;
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f32 sp48;
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OPEN_DISPS(play->state.gfxCtx);
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// @recomp Manually relocate ArmsHook_Shoot because it's an overlay symbol.
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// TODO remove this when the recompiler handles relocations in patches automatically.
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if (((ArmsHookActionFunc)actor_relocate(thisx, ArmsHook_Shoot) != this->actionFunc) || (this->timer <= 0)) {
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Matrix_MultVec3f(&D_808C1C10, &this->unk1E0);
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Matrix_MultVec3f(&D_808C1C28, &sp5C);
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Matrix_MultVec3f(&D_808C1C34, &sp50);
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this->weaponInfo.active = false;
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} else {
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Matrix_MultVec3f(&D_808C1C1C, &this->unk1E0);
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Matrix_MultVec3f(&D_808C1C40, &sp5C);
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Matrix_MultVec3f(&D_808C1C4C, &sp50);
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}
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func_80126440(play, &this->collider, &this->weaponInfo, &sp5C, &sp50);
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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func_80122868(play, player);
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// @recomp Tag the matrices for the hookshot tip and chain.
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u32 cur_transform_id = actor_transform_id(thisx);
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gEXMatrixGroup(POLY_OPA_DISP++, cur_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_ORDER_LINEAR);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_link_child_DL_01D960);
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Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
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Math_Vec3f_Diff(&player->rightHandWorld.pos, &this->actor.world.pos, &sp68);
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sp48 = SQXZ(sp68);
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sp4C = sqrtf(SQXZ(sp68));
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Matrix_RotateYS(Math_Atan2S(sp68.x, sp68.z), MTXMODE_APPLY);
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Matrix_RotateXS(Math_Atan2S(-sp68.y, sp4C), MTXMODE_APPLY);
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f0 = sqrtf(SQ(sp68.y) + sp48);
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Matrix_Scale(0.015f, 0.015f, f0 * 0.01f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gHookshotChainDL);
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func_801229A0(play, player);
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// @recomp Pop the transform id.
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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#undef THIS
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extern Gfx object_link_child_DL_017818[];
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Gfx bowstring_start_hook_dl[] = {
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// One command worth of space to copy the command that was overwritten.
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gsDPNoOp(),
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// Two commands worth of space for the gEXMatrixGroup.
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gsDPNoOp(),
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gsDPNoOp(),
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gsSPMatrix(&gIdentityMtx, G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL),
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// Jump back to the original DL.
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gsSPBranchList(object_link_child_DL_017818 + 1),
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};
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Gfx bowstring_end_hook_dl[] = {
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// One command worth of space for the gEXPopMatrixGroup.
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gsDPNoOp(),
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// Return from the displaylist.
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gsSPEndDisplayList(),
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};
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void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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OverrideLimbDrawFlex overrideLimbDraw) {
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
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gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
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// @recomp Force the closest LOD
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lod = 0;
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// @recomp Patch object_link_child_DL_017818 (the DL for the bowstring) with a transform tag.
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gSegments[0x0C] = OS_K0_TO_PHYSICAL(cullDList);
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Gfx* dl_virtual_address = (Gfx*)Lib_SegmentedToVirtual(object_link_child_DL_017818);
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// Check if the commands have already been overwritten.
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if ((dl_virtual_address[0].words.w0 >> 24) != G_DL) {
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// Copy the first command before overwriting.
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bowstring_start_hook_dl[0] = dl_virtual_address[0];
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// Overwrite the first command with a branch.
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gSPBranchList(dl_virtual_address, OS_K0_TO_PHYSICAL(bowstring_start_hook_dl));
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Gfx* enddl_command = dl_virtual_address;
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while ((enddl_command->words.w0 >> 24) != G_ENDDL) {
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enddl_command++;
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}
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// Overwrite the last command with a branch.
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gSPBranchList(enddl_command, bowstring_end_hook_dl);
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// Write the transform tag command.
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gEXMatrixGroup(&bowstring_start_hook_dl[1], BOWSTRING_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR);
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// Write the pop group command.
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gEXPopMatrixGroup(&bowstring_end_hook_dl[0]);
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}
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// @recomp Manually relocate Player_PostLimbDrawGameplay.
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// TODO remove this when the recompiler can relocate patch code.
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Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
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this->transformation, 0, this->actor.shape.face, overrideLimbDraw, (PostLimbDrawFlex)actor_relocate(&this->actor, Player_PostLimbDrawGameplay),
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&this->actor);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -9,4 +9,9 @@
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int recomp_printf(const char* fmt, ...);
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static inline void* actor_relocate(Actor* actor, void* addr) {
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return (void*)((uintptr_t)addr -
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(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
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}
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#endif
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@ -10,6 +10,8 @@
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#define SOARING_WINGS_TRANSFORM_ID 0x300U
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#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define BOWSTRING_TRANSFORM_ID 0x400U
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#define ACTOR_TRANSFORM_LIMB_COUNT 128
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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#define ACTOR_TRANSFORM_ID_START 0x1000000U
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