Add transform tags for bow and arrow's string and hookshot chain, update patch makefile to use fast-math and no-unsafe-math-optimizations

This commit is contained in:
Mr-Wiseguy 2024-02-24 16:14:48 -05:00
parent 5a1dbb96f4
commit 214231de6c
6 changed files with 150 additions and 21 deletions

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@ -4,7 +4,7 @@ CC := clang
LD := ld.lld LD := ld.lld
OBJCOPY := llvm-objcopy OBJCOPY := llvm-objcopy
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 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
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 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
LDFLAGS := -nostdlib -T patches.ld -T syms.ld --just-symbols=../mm.us.rev1.elf --allow-multiple-definition LDFLAGS := -nostdlib -T patches.ld -T syms.ld --just-symbols=../mm.us.rev1.elf --allow-multiple-definition
BINFLAGS := -O binary BINFLAGS := -O binary

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@ -71,24 +71,6 @@ s32 func_809A9110(PlayState* play, Vec3f* pos) {
return false; return false;
} }
// Override LOD to 0
void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
OverrideLimbDrawFlex overrideLimbDraw) {
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
lod = 0; // Force the closest LOD
Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
this->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
&this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}
// Replace point light glow effect with RT64 point Z test so it works in widescreen // Replace point light glow effect with RT64 point Z test so it works in widescreen
void Lights_GlowCheck(PlayState* play) { void Lights_GlowCheck(PlayState* play) {

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@ -32,8 +32,7 @@ void EnTest7_Draw(Actor* thisx, PlayState* play) {
} }
// func_80AF31D0 is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address. // func_80AF31D0 is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address.
// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions. // TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)((uintptr_t)func_80AF31D0 - OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)actor_relocate(thisx, func_80AF31D0);
(intptr_t)((uintptr_t)thisx->overlayEntry->vramStart - (uintptr_t)thisx->overlayEntry->loadedRamAddr));
// @recomp Push the matrix group for the song of soaring's wings. // @recomp Push the matrix group for the song of soaring's wings.
gEXMatrixGroup(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, gEXMatrixGroup(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW,

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@ -0,0 +1,141 @@
#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
// TODO replace these with externs when the recompiler can handle relocations in patches automatically.
Vec3f D_808C1C10 = { 0.0f, 0.0f, 0.0f };
Vec3f D_808C1C1C = { 0.0f, 0.0f, 900.0f };
Vec3f D_808C1C28 = { 0.0f, 500.0f, -3000.0f };
Vec3f D_808C1C34 = { 0.0f, -500.0f, -3000.0f };
Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
extern Gfx object_link_child_DL_01D960[];
extern Gfx gHookshotChainDL[];
#define THIS ((ArmsHook*)thisx)
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
void ArmsHook_Draw(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
f32 f0;
Player* player = GET_PLAYER(play);
if ((player->actor.draw != NULL) && (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT)) {
Vec3f sp68;
Vec3f sp5C;
Vec3f sp50;
f32 sp4C;
f32 sp48;
OPEN_DISPS(play->state.gfxCtx);
// @recomp Manually relocate ArmsHook_Shoot because it's an overlay symbol.
// TODO remove this when the recompiler handles relocations in patches automatically.
if (((ArmsHookActionFunc)actor_relocate(thisx, ArmsHook_Shoot) != this->actionFunc) || (this->timer <= 0)) {
Matrix_MultVec3f(&D_808C1C10, &this->unk1E0);
Matrix_MultVec3f(&D_808C1C28, &sp5C);
Matrix_MultVec3f(&D_808C1C34, &sp50);
this->weaponInfo.active = false;
} else {
Matrix_MultVec3f(&D_808C1C1C, &this->unk1E0);
Matrix_MultVec3f(&D_808C1C40, &sp5C);
Matrix_MultVec3f(&D_808C1C4C, &sp50);
}
func_80126440(play, &this->collider, &this->weaponInfo, &sp5C, &sp50);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
func_80122868(play, player);
// @recomp Tag the matrices for the hookshot tip and chain.
u32 cur_transform_id = actor_transform_id(thisx);
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);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_link_child_DL_01D960);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Math_Vec3f_Diff(&player->rightHandWorld.pos, &this->actor.world.pos, &sp68);
sp48 = SQXZ(sp68);
sp4C = sqrtf(SQXZ(sp68));
Matrix_RotateYS(Math_Atan2S(sp68.x, sp68.z), MTXMODE_APPLY);
Matrix_RotateXS(Math_Atan2S(-sp68.y, sp4C), MTXMODE_APPLY);
f0 = sqrtf(SQ(sp68.y) + sp48);
Matrix_Scale(0.015f, 0.015f, f0 * 0.01f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gHookshotChainDL);
func_801229A0(play, player);
// @recomp Pop the transform id.
gEXPopMatrixGroup(POLY_OPA_DISP++);
CLOSE_DISPS(play->state.gfxCtx);
}
}
#undef THIS
extern Gfx object_link_child_DL_017818[];
Gfx bowstring_start_hook_dl[] = {
// One command worth of space to copy the command that was overwritten.
gsDPNoOp(),
// Two commands worth of space for the gEXMatrixGroup.
gsDPNoOp(),
gsDPNoOp(),
gsSPMatrix(&gIdentityMtx, G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL),
// Jump back to the original DL.
gsSPBranchList(object_link_child_DL_017818 + 1),
};
Gfx bowstring_end_hook_dl[] = {
// One command worth of space for the gEXPopMatrixGroup.
gsDPNoOp(),
// Return from the displaylist.
gsSPEndDisplayList(),
};
void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
OverrideLimbDrawFlex overrideLimbDraw) {
OPEN_DISPS(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x0C, cullDList);
gSPSegment(POLY_XLU_DISP++, 0x0C, cullDList);
// @recomp Force the closest LOD
lod = 0;
// @recomp Patch object_link_child_DL_017818 (the DL for the bowstring) with a transform tag.
gSegments[0x0C] = OS_K0_TO_PHYSICAL(cullDList);
Gfx* dl_virtual_address = (Gfx*)Lib_SegmentedToVirtual(object_link_child_DL_017818);
// Check if the commands have already been overwritten.
if ((dl_virtual_address[0].words.w0 >> 24) != G_DL) {
// Copy the first command before overwriting.
bowstring_start_hook_dl[0] = dl_virtual_address[0];
// Overwrite the first command with a branch.
gSPBranchList(dl_virtual_address, OS_K0_TO_PHYSICAL(bowstring_start_hook_dl));
Gfx* enddl_command = dl_virtual_address;
while ((enddl_command->words.w0 >> 24) != G_ENDDL) {
enddl_command++;
}
// Overwrite the last command with a branch.
gSPBranchList(enddl_command, bowstring_end_hook_dl);
// Write the transform tag command.
gEXMatrixGroup(&bowstring_start_hook_dl[1], BOWSTRING_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);
// Write the pop group command.
gEXPopMatrixGroup(&bowstring_end_hook_dl[0]);
}
// @recomp Manually relocate Player_PostLimbDrawGameplay.
// TODO remove this when the recompiler can relocate patch code.
Player_DrawImpl(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, lod,
this->transformation, 0, this->actor.shape.face, overrideLimbDraw, (PostLimbDrawFlex)actor_relocate(&this->actor, Player_PostLimbDrawGameplay),
&this->actor);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -9,4 +9,9 @@
int recomp_printf(const char* fmt, ...); int recomp_printf(const char* fmt, ...);
static inline void* actor_relocate(Actor* actor, void* addr) {
return (void*)((uintptr_t)addr -
(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
}
#endif #endif

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@ -10,6 +10,8 @@
#define SOARING_WINGS_TRANSFORM_ID 0x300U #define SOARING_WINGS_TRANSFORM_ID 0x300U
#define SOARING_CAPSULE_TRANSFORM_ID 0x301U #define SOARING_CAPSULE_TRANSFORM_ID 0x301U
#define BOWSTRING_TRANSFORM_ID 0x400U
#define ACTOR_TRANSFORM_LIMB_COUNT 128 #define ACTOR_TRANSFORM_LIMB_COUNT 128
#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw #define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
#define ACTOR_TRANSFORM_ID_START 0x1000000U #define ACTOR_TRANSFORM_ID_START 0x1000000U