mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-23 03:21:56 +01:00
Added patches for skipping interpolation when actors get teleported in cutscenes
This commit is contained in:
parent
bd537728e3
commit
460d1aafb4
@ -6,6 +6,8 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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# set(CMAKE_CXX_VISIBILITY_PRESET hidden)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-everything -Wall -Wextra")
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# Avoid warning about DOWNLOAD_EXTRACT_TIMESTAMP in CMake 3.24:
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if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
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cmake_policy(SET CMP0135 NEW)
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@ -1164,6 +1164,7 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
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// Scan the commands written by the actor to see how many matrices were added.
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s32 opa_matrices = scan_for_matrices(opa_start, POLY_OPA_DISP);
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s32 xlu_matrices = scan_for_matrices(xlu_start, POLY_XLU_DISP);
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bool skipped = actor_get_interpolation_skipped(actor);
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// If the actor wrote at least one matrix in total and at most one matrix to each list, tag that matrix with the actor's id.
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if ((opa_matrices == 1 || xlu_matrices == 1) && opa_matrices <= 1 && xlu_matrices <= 1) {
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@ -1171,7 +1172,12 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
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if (opa_matrices == 1) {
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// Fill in the slot that was reserved for a transform id.
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gEXMatrixGroupDecomposedNormal(opa_start, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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if (skipped) {
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gEXMatrixGroupDecomposedSkipPosRot(opa_start, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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else {
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gEXMatrixGroupDecomposedNormal(opa_start, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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// Pop the matrix group.
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gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
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@ -1179,7 +1185,12 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
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if (xlu_matrices == 1) {
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// Fill in the slot that was reserved for a transform id.
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gEXMatrixGroupDecomposedNormal(xlu_start, cur_transform_id + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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if (skipped) {
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gEXMatrixGroupDecomposedSkipPosRot(xlu_start, cur_transform_id + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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else {
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gEXMatrixGroupDecomposedNormal(xlu_start, cur_transform_id + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
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}
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// Pop the matrix groups.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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137
patches/cutscene_patches.c
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137
patches/cutscene_patches.c
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@ -0,0 +1,137 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#define CUE_DIST_THRESHOLD 10.0f
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CsCmdActorCue* prev_cues_checked[ARRAY_COUNT(((CutsceneContext*)0)->actorCues)] = {0};
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void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 cueChannel) {
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Vec3f startPos;
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Vec3f endPos;
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CsCmdActorCue* cue = play->csCtx.actorCues[cueChannel];
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f32 lerp;
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startPos.x = cue->startPos.x;
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startPos.y = cue->startPos.y;
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startPos.z = cue->startPos.z;
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endPos.x = cue->endPos.x;
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endPos.y = cue->endPos.y;
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endPos.z = cue->endPos.z;
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lerp = Environment_LerpWeight(cue->endFrame, cue->startFrame, play->csCtx.curFrame);
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// @recomp Check if this is a new cue for a given channel.
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if (prev_cues_checked[cueChannel] != cue) {
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// New cue, so check if the start position of this cue is significantly different than the actor's current position.
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if (Math3D_Distance(&startPos, &actor->world.pos) > CUE_DIST_THRESHOLD) {
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// The actor is probably being teleported, so skip interpolation for them this frame.
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actor_set_interpolation_skipped(actor);
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}
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}
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// @recomp Update tracking for this channel's most recent cue.
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prev_cues_checked[cueChannel] = cue;
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VEC3F_LERPIMPDST(&actor->world.pos, &startPos, &endPos, lerp);
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}
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extern EnHorseCsFunc D_808890F0[];
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extern EnHorseCsFunc D_8088911C[];
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// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
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void func_80884718(EnHorse* this, PlayState* play) {
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CsCmdActorCue* cue;
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_112)) {
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this->cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_112);
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cue = play->csCtx.actorCues[this->cueChannel];
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this->unk_1EC |= 0x20;
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if (this->cueId != cue->id) {
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if (this->cueId == -1) {
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// @recomp Being teleported by a new cue, so skip interpolation.
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actor_set_interpolation_skipped(&this->actor);
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this->actor.world.pos.x = cue->startPos.x;
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this->actor.world.pos.y = cue->startPos.y;
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this->actor.world.pos.z = cue->startPos.z;
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this->actor.world.rot.y = cue->rot.y;
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this->actor.shape.rot = this->actor.world.rot;
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this->actor.prevPos = this->actor.world.pos;
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}
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this->cueId = cue->id;
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// @recomp Manual relocation, TODO remove when automated.
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EnHorseCsFunc* D_808890F0_reloc = actor_relocate(&this->actor, D_808890F0);
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if (D_808890F0_reloc[this->cueId] != NULL) {
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D_808890F0_reloc[this->cueId](this, play, cue);
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}
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}
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// @recomp Manual relocation, TODO remove when automated.
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EnHorseCsFunc* D_8088911C_reloc = actor_relocate(&this->actor, D_8088911C);
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if (D_8088911C_reloc[this->cueId] != NULL) {
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D_8088911C_reloc[this->cueId](this, play, cue);
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}
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}
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}
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// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
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void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
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// @recomp Being teleported by a new cue, so skip interpolation.
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actor_set_interpolation_skipped(&this->actor);
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this->actor.world.pos.x = cue->startPos.x;
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this->actor.world.pos.y = cue->startPos.y;
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this->actor.world.pos.z = cue->startPos.z;
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this->actor.world.rot.y = cue->rot.y;
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this->actor.shape.rot = this->actor.world.rot;
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this->actor.prevPos = this->actor.world.pos;
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}
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// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
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void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
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// @recomp Being teleported by a new cue, so skip interpolation.
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actor_set_interpolation_skipped(&this->actor);
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this->actor.world.pos.x = cue->startPos.x;
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this->actor.world.pos.y = cue->startPos.y;
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this->actor.world.pos.z = cue->startPos.z;
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this->currentYaw = this->actor.shape.rot.y = cue->rot.y;
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}
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CsCmdActorCue* prev_link_cue = NULL;
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// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
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void Player_Cutscene_Translate(PlayState* play, Player* this, CsCmdActorCue* cue) {
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f32 startX = cue->startPos.x;
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f32 startY = cue->startPos.y;
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f32 startZ = cue->startPos.z;
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f32 diffX = cue->endPos.x - startX;
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f32 diffY = cue->endPos.y - startY;
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f32 diffZ = cue->endPos.z - startZ;
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f32 progress = (((f32)(play->csCtx.curFrame - cue->startFrame)) / ((f32)(cue->endFrame - cue->startFrame)));
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// @recomp Check if this is a new cue for a given channel.
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if (prev_link_cue != cue) {
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// New cue, so check if the start position of this cue is significantly different than the actor's current position.
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Vec3f start_pos;
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start_pos.x = startX;
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start_pos.y = startY;
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start_pos.z = startZ;
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if (Math3D_Distance(&start_pos, &this->actor.world.pos) > CUE_DIST_THRESHOLD) {
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// The actor is probably being teleported, so skip interpolation for them this frame.
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actor_set_interpolation_skipped(&this->actor);
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}
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}
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prev_link_cue = cue;
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this->actor.world.pos.x = (diffX * progress) + startX;
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this->actor.world.pos.y = (diffY * progress) + startY;
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this->actor.world.pos.z = (diffZ * progress) + startZ;
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}
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221
patches/dummy_headers/objects/object_ha/object_ha.h
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patches/dummy_headers/objects/object_ha/object_ha.h
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// Required to include MM decomp headers without having built the repo
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#ifndef OBJECT_HA_H
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#define OBJECT_HA_H 1
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typedef enum DonkeyBanditLimb {
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/* 0x00 */ HORSE_BANDIT_LIMB_NONE,
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/* 0x01 */ HORSE_BANDIT_LIMB_ROOT,
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/* 0x02 */ HORSE_BANDIT_LIMB_PELVIS,
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/* 0x03 */ HORSE_BANDIT_LIMB_TORSO,
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/* 0x04 */ HORSE_BANDIT_LIMB_LEFT_FRONT_LEG_ROOT,
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/* 0x05 */ HORSE_BANDIT_LIMB_LEFT_FRONT_FOREARM,
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/* 0x06 */ HORSE_BANDIT_LIMB_LEFT_FRONT_CANNON,
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/* 0x07 */ HORSE_BANDIT_LIMB_LEFT_FRONT_FOOT,
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/* 0x08 */ HORSE_BANDIT_LIMB_LOWER_NECK,
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/* 0x09 */ HORSE_BANDIT_LIMB_UPPER_NECK,
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/* 0x0A */ HORSE_BANDIT_LIMB_HEAD,
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/* 0x0B */ HORSE_BANDIT_LIMB_RIGHT_FRONT_LEG_ROOT,
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/* 0x0C */ HORSE_BANDIT_LIMB_RIGHT_FRONT_FOREARM,
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/* 0x0D */ HORSE_BANDIT_LIMB_RIGHT_FRONT_CANNON,
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/* 0x0E */ HORSE_BANDIT_LIMB_RIGHT_FRONT_FOOT,
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/* 0x0F */ HORSE_BANDIT_LIMB_TAIL_DOCK,
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/* 0x10 */ HORSE_BANDIT_LIMB_TAIL_MIDDLE,
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/* 0x11 */ HORSE_BANDIT_LIMB_TAIL_END,
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/* 0x12 */ HORSE_BANDIT_LIMB_LEFT_HIND_THIGH,
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/* 0x13 */ HORSE_BANDIT_LIMB_LEFT_HIND_STIFLE,
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/* 0x14 */ HORSE_BANDIT_LIMB_LEFT_HIND_CANNON,
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/* 0x15 */ HORSE_BANDIT_LIMB_LEFT_HIND_FOOT,
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/* 0x16 */ HORSE_BANDIT_LIMB_RIGHT_HIND_THIGH,
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/* 0x17 */ HORSE_BANDIT_LIMB_RIGHT_HIND_STIFLE,
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/* 0x18 */ HORSE_BANDIT_LIMB_RIGHT_HIND_CANNON,
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/* 0x19 */ HORSE_BANDIT_LIMB_RIGHT_HIND_FOOT,
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/* 0x1A */ HORSE_BANDIT_LIMB_MAX
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} DonkeyBanditLimb;
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typedef enum DonkeyLimb {
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/* 0x00 */ DONKEY_LIMB_NONE,
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/* 0x01 */ DONKEY_LIMB_ROOT,
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/* 0x02 */ DONKEY_LIMB_PELVIS,
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/* 0x03 */ DONKEY_LIMB_TORSO,
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/* 0x04 */ DONKEY_LIMB_LEFT_FRONT_LEG_ROOT,
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/* 0x05 */ DONKEY_LIMB_LEFT_FRONT_FOREARM,
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/* 0x06 */ DONKEY_LIMB_LEFT_FRONT_CANNON,
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/* 0x07 */ DONKEY_LIMB_LEFT_FRONT_FOOT,
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/* 0x08 */ DONKEY_LIMB_LOWER_NECK,
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/* 0x09 */ DONKEY_LIMB_UPPER_NECK,
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/* 0x0A */ DONKEY_LIMB_HEAD,
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/* 0x0B */ DONKEY_LIMB_RIGHT_FRONT_LEG_ROOT,
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/* 0x0C */ DONKEY_LIMB_RIGHT_FRONT_FOREARM,
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/* 0x0D */ DONKEY_LIMB_RIGHT_FRONT_CANNON,
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/* 0x0E */ DONKEY_LIMB_RIGHT_FRONT_FOOT,
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/* 0x0F */ DONKEY_LIMB_TAIL_DOCK,
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/* 0x10 */ DONKEY_LIMB_TAIL_MIDDLE,
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/* 0x11 */ DONKEY_LIMB_TAIL_END,
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/* 0x12 */ DONKEY_LIMB_LEFT_HIND_THIGH,
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/* 0x13 */ DONKEY_LIMB_LEFT_HIND_STIFLE,
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/* 0x14 */ DONKEY_LIMB_LEFT_HIND_CANNON,
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/* 0x15 */ DONKEY_LIMB_LEFT_HIND_FOOT,
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/* 0x16 */ DONKEY_LIMB_RIGHT_HIND_THIGH,
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/* 0x17 */ DONKEY_LIMB_RIGHT_HIND_STIFLE,
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/* 0x18 */ DONKEY_LIMB_RIGHT_HIND_CANNON,
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/* 0x19 */ DONKEY_LIMB_RIGHT_HIND_FOOT,
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/* 0x1A */ DONKEY_LIMB_MAX
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} DonkeyLimb;
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extern s16 sHorseUnusedAnimFrameData[];
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extern JointIndex sHorseUnusedAnimJointIndices[];
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extern AnimationHeader gHorseUnusedAnim;
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extern Vtx object_haVtx_0000E0[];
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extern Gfx gHorseBanditRightHindFootDL[];
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extern Gfx gHorseBanditRightHindCannonDL[];
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extern Gfx gHorseBanditRightHindStifleDL[];
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extern Gfx gHorseBanditRightHindThighDL[];
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extern Gfx gHorseBanditLeftHindFootDL[];
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extern Gfx gHorseBanditLeftHindCannonDL[];
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extern Gfx gHorseBanditLeftHindStifleDL[];
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extern Gfx gHorseBanditLeftHindThighDL[];
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extern Gfx gHorseBanditTailEndDL[];
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extern Gfx gHorseBanditTailMiddleDL[];
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extern Gfx gHorseBanditTailDockDL[];
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extern Gfx gHorseBanditPelvisDL[];
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extern Gfx gHorseBanditRightFrontFootDL[];
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extern Gfx gHorseBanditRightFrontCannonDL[];
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extern Gfx gHorseBanditRightFrontForearmDL[];
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extern Gfx gHorseBanditRightFrontLegRootDL[];
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extern Gfx gHorseBanditHeadDL[];
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extern Gfx gHorseBanditUpperNeckDL[];
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extern Gfx gHorseBanditLowerNeckDL[];
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extern Gfx gHorseBanditLeftFrontFootDL[];
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extern Gfx gHorseBanditLeftFrontCannonDL[];
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extern Gfx gHorseBanditLeftFrontForearmDL[];
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extern Gfx gHorseBanditLeftFrontLegRootDL[];
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extern Gfx gHorseBanditTorsoDL[];
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extern u64 gHorseBanditTLUT[];
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extern u64 gHorseBanditMaskTex[];
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extern u64 gHorseBanditSpottedDetailTex[];
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extern u64 gHorseBanditEyebrowTex[];
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extern u64 gHorseBanditTeethTex[];
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extern u64 gHorseBanditTailAndFeetTex[];
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extern u64 gHorseBanditEyeTex[];
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extern u64 gHorseBanditMouthTex[];
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extern u64 gHorseBanditSpottedSkinTex[];
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extern u64 gHorseBanditTasselTex[];
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extern u64 gHorseBanditSaddleSideTex[];
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extern u64 gHorseBanditSaddleTopTex[];
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extern u64 gHorseBanditSaddleBackTex[];
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extern StandardLimb gHorseBanditRootLimb;
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extern StandardLimb gHorseBanditPelvisLimb;
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extern StandardLimb gHorseBanditTorsoLimb;
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extern StandardLimb gHorseBanditLeftFrontLegRootLimb;
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extern StandardLimb gHorseBanditLeftFrontForearmLimb;
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extern StandardLimb gHorseBanditLeftFrontCannonLimb;
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extern StandardLimb gHorseBanditLeftFrontFootLimb;
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extern StandardLimb gHorseBanditLowerNeckLimb;
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extern StandardLimb gHorseBanditUpperNeckLimb;
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extern StandardLimb gHorseBanditHeadLimb;
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extern StandardLimb gHorseBanditRightFrontLegRootLimb;
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extern StandardLimb gHorseBanditRightFrontForearmLimb;
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extern StandardLimb gHorseBanditRightFrontCannonLimb;
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extern StandardLimb gHorseBanditRightFrontFootLimb;
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extern StandardLimb gHorseBanditTailDockLimb;
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extern StandardLimb gHorseBanditTailMiddleLimb;
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extern StandardLimb gHorseBanditTailEndLimb;
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extern StandardLimb gHorseBanditLeftHindThighLimb;
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extern StandardLimb gHorseBanditLeftHindStifleLimb;
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extern StandardLimb gHorseBanditLeftHindCannonLimb;
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extern StandardLimb gHorseBanditLeftHindFootLimb;
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extern StandardLimb gHorseBanditRightHindThighLimb;
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extern StandardLimb gHorseBanditRightHindStifleLimb;
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extern StandardLimb gHorseBanditRightHindCannonLimb;
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extern StandardLimb gHorseBanditRightHindFootLimb;
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extern void* gHorseBanditSkelLimbs[];
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extern FlexSkeletonHeader gHorseBanditSkel;
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extern s16 sHorseGallopAnimFrameData[];
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extern JointIndex sHorseGallopAnimJointIndices[];
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extern AnimationHeader gHorseGallopAnim;
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extern s16 sHorseJumpLowAnimFrameData[];
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extern JointIndex sHorseJumpLowAnimJointIndices[];
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extern AnimationHeader gHorseJumpLowAnim;
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extern s16 sHorseJumpHighAnimFrameData[];
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extern JointIndex sHorseJumpHighAnimJointIndices[];
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extern AnimationHeader gHorseJumpHighAnim;
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extern s16 sHorseTrotAnimFrameData[];
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extern JointIndex sHorseTrotAnimJointIndices[];
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extern AnimationHeader gHorseTrotAnim;
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extern s16 sHorseWhinnyAnimFrameData[];
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extern JointIndex sHorseWhinnyAnimJointIndices[];
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extern AnimationHeader gHorseWhinnyAnim;
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extern s16 sHorseStopAnimFrameData[];
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extern JointIndex sHorseStopAnimJointIndices[];
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extern AnimationHeader gHorseStopAnim;
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extern s16 sHorseIdleAnimFrameData[];
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extern JointIndex sHorseIdleAnimJointIndices[];
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extern AnimationHeader gHorseIdleAnim;
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extern s16 sHorseShakeHeadAnimFrameData[];
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extern JointIndex sHorseShakeHeadAnimJointIndices[];
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extern AnimationHeader gHorseShakeHeadAnim;
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extern s16 sHorseWalkAnimFrameData[];
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extern JointIndex sHorseWalkAnimJointIndices[];
|
||||
extern AnimationHeader gHorseWalkAnim;
|
||||
extern Vtx object_haVtx_00D660[];
|
||||
extern Gfx gDonkeyRightHindFootDL[];
|
||||
extern Gfx gDonkeyRightHindCannonDL[];
|
||||
extern Gfx gDonkeyRightHindStifleDL[];
|
||||
extern Gfx gDonkeyRightHindThighDL[];
|
||||
extern Gfx gDonkeyLeftHindFootDL[];
|
||||
extern Gfx gDonkeyLeftHindCannonDL[];
|
||||
extern Gfx gDonkeyLeftHindStifleDL[];
|
||||
extern Gfx gDonkeyLeftHindThighDL[];
|
||||
extern Gfx gDonkeyTailEndDL[];
|
||||
extern Gfx gDonkeyTailMiddleDL[];
|
||||
extern Gfx gDonkeyTailDockDL[];
|
||||
extern Gfx gDonkeyPelvisDL[];
|
||||
extern Gfx gDonkeyRightFrontFootDL[];
|
||||
extern Gfx gDonkeyRightFrontCannonDL[];
|
||||
extern Gfx gDonkeyRightFrontForearmDL[];
|
||||
extern Gfx gDonkeyRightFrontLegRootDL[];
|
||||
extern Gfx gDonkeyHeadDL[];
|
||||
extern Gfx gDonkeyUpperNeckDL[];
|
||||
extern Gfx gDonkeyLowerNeckDL[];
|
||||
extern Gfx gDonkeyLeftFrontFootDL[];
|
||||
extern Gfx gDonkeyLeftFrontCannonDL[];
|
||||
extern Gfx gDonkeyLeftFrontForearmDL[];
|
||||
extern Gfx gDonkeyLeftFrontLegRootDL[];
|
||||
extern Gfx gDonkeyTorsoDL[];
|
||||
extern u64 gDonkeyTLUT[];
|
||||
extern u64 gDonkeyMouthTex[];
|
||||
extern u64 gDonkeyHeadTex[];
|
||||
extern u64 gDonkeyEyeTex[];
|
||||
extern u64 gDonkeyManeTex[];
|
||||
extern u64 gDonkeySkinTex[];
|
||||
extern u64 gDonkeyHarnessTex[];
|
||||
extern u64 gDonkeyTailAndFeetTex[];
|
||||
extern StandardLimb gDonkeyRootLimb;
|
||||
extern StandardLimb gDonkeyPelvisLimb;
|
||||
extern StandardLimb gDonkeyTorsoLimb;
|
||||
extern StandardLimb gDonkeyLeftFrontLegRootLimb;
|
||||
extern StandardLimb gDonkeyLeftFrontForearmLimb;
|
||||
extern StandardLimb gDonkeyLeftFrontCannonLimb;
|
||||
extern StandardLimb gDonkeyLeftFrontFootLimb;
|
||||
extern StandardLimb gDonkeyLowerNeckLimb;
|
||||
extern StandardLimb gDonkeyUpperNeckLimb;
|
||||
extern StandardLimb gDonkeyHeadLimb;
|
||||
extern StandardLimb gDonkeyRightFrontLegRootLimb;
|
||||
extern StandardLimb gDonkeyRightFrontForearmLimb;
|
||||
extern StandardLimb gDonkeyRightFrontCannonLimb;
|
||||
extern StandardLimb gDonkeyRightFrontFootLimb;
|
||||
extern StandardLimb gDonkeyTailDockLimb;
|
||||
extern StandardLimb gDonkeyTailMiddleLimb;
|
||||
extern StandardLimb gDonkeyTailEndLimb;
|
||||
extern StandardLimb gDonkeyLeftHindThighLimb;
|
||||
extern StandardLimb gDonkeyLeftHindStifleLimb;
|
||||
extern StandardLimb gDonkeyLeftHindCannonLimb;
|
||||
extern StandardLimb gDonkeyLeftHindFootLimb;
|
||||
extern StandardLimb gDonkeyRightHindThighLimb;
|
||||
extern StandardLimb gDonkeyRightHindStifleLimb;
|
||||
extern StandardLimb gDonkeyRightHindCannonLimb;
|
||||
extern StandardLimb gDonkeyRightHindFootLimb;
|
||||
extern void* gDonkeySkelLimbs[];
|
||||
extern FlexSkeletonHeader gDonkeySkel;
|
||||
#endif
|
@ -21,7 +21,6 @@ void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
|
||||
}
|
||||
} else if (sramCtx->status == 4) {
|
||||
// @recomp Patched to check status instead of using a hardcoded wait.
|
||||
recomp_printf("Status 4\n");
|
||||
sramCtx->status = 0;
|
||||
}
|
||||
}
|
||||
|
@ -733,8 +733,8 @@ void EnOsn_ChooseAction(EnOsn* this, PlayState* play) {
|
||||
|
||||
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, OSN_ANIM_IDLE);
|
||||
if (!isSwitchFlagSet) {
|
||||
// @recomp Manual relocation, TODO remove when automated by the recompiler.
|
||||
this->actionFunc = (EnOsnActionFunc)actor_relocate(&this->actor, EnOsn_HandleCsAction);
|
||||
// @recomp No need to relocate as this function is replaced, so the patch compilation will pick the new address.
|
||||
this->actionFunc = EnOsn_HandleCsAction;
|
||||
} else {
|
||||
// @recomp Manual relocation, TODO remove when automated by the recompiler.
|
||||
this->actionFunc = (EnOsnActionFunc)actor_relocate(&this->actor, EnOsn_Idle);
|
||||
@ -916,3 +916,44 @@ void EnFall2_Draw(Actor* thisx, PlayState* play) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// @recomp Skip interpolation on item pickups the frame they're collected.
|
||||
void func_800A6A40(EnItem00* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (this->getItemId != GI_NONE) {
|
||||
if (!Actor_HasParent(&this->actor, play)) {
|
||||
Actor_OfferGetItem(&this->actor, play, this->getItemId, 50.0f, 80.0f);
|
||||
this->unk152++;
|
||||
} else {
|
||||
this->getItemId = GI_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
if (this->unk152 == 0) {
|
||||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
|
||||
this->actor.world.pos = player->actor.world.pos;
|
||||
|
||||
if (this->actor.params <= ITEM00_RUPEE_RED) {
|
||||
this->actor.shape.rot.y += 0x3C0;
|
||||
} else if (this->actor.params == ITEM00_RECOVERY_HEART) {
|
||||
this->actor.shape.rot.y = 0;
|
||||
}
|
||||
|
||||
this->actor.world.pos.y += (40.0f + (Math_SinS(this->unk152 * 15000) * (this->unk152 * 0.3f)));
|
||||
|
||||
if (LINK_IS_ADULT) {
|
||||
this->actor.world.pos.y += 20.0f;
|
||||
}
|
||||
|
||||
// @recomp Use custom flag 1 to check if this actor has been in this state before.
|
||||
if (!actor_get_custom_flag_1(&this->actor)) {
|
||||
recomp_printf("First frame picked up\n");
|
||||
// It hasn't, so skip interpolation this frame and set custom flag 1.
|
||||
actor_set_interpolation_skipped(&this->actor);
|
||||
actor_set_custom_flag_1(&this->actor);
|
||||
}
|
||||
}
|
||||
|
@ -12,6 +12,8 @@ _ovl_daytelopSegmentBssEnd = 0x0;
|
||||
sSceneEntranceTable = 0x801C5720;
|
||||
D_808DE5B0 = 0x808DE5B0;
|
||||
sHappyMaskSalesmanAnimationInfo = 0x80AD22C0;
|
||||
D_808890F0 = 0x808890F0;
|
||||
D_8088911C = 0x8088911C;
|
||||
|
||||
/* Dummy addresses that get recompiled into function calls */
|
||||
recomp_puts = 0x8F000000;
|
||||
|
@ -58,7 +58,8 @@ static inline u32 actor_transform_id(Actor* actor) {
|
||||
|
||||
typedef enum {
|
||||
ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED = 1 << 0,
|
||||
} ActorTransformFlags;
|
||||
ACTOR_CUSTOM_FLAG_1 = 1 << 1,
|
||||
} CustomActorFlags;
|
||||
|
||||
static inline u32 actor_get_interpolation_skipped(Actor* actor) {
|
||||
return (actorIdByte2(actor) & ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED) != 0;
|
||||
@ -72,6 +73,18 @@ static inline void actor_clear_interpolation_skipped(Actor* actor) {
|
||||
actorIdByte2(actor) &= ~ACTOR_TRANSFORM_FLAG_INTERPOLATION_SKIPPED;
|
||||
}
|
||||
|
||||
static inline void actor_set_custom_flag_1(Actor* actor) {
|
||||
actorIdByte2(actor) |= ACTOR_CUSTOM_FLAG_1;
|
||||
}
|
||||
|
||||
static inline void actor_clear_custom_flag_1(Actor* actor) {
|
||||
actorIdByte2(actor) &= ~ACTOR_CUSTOM_FLAG_1;
|
||||
}
|
||||
|
||||
static inline bool actor_get_custom_flag_1(Actor* actor) {
|
||||
return (actorIdByte2(actor) & ACTOR_CUSTOM_FLAG_1) != 0;
|
||||
}
|
||||
|
||||
void force_camera_interpolation();
|
||||
void force_camera_skip_interpolation();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user