mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-25 20:31:48 +01:00
Transform tagging for clear tag actor (mainly for bomb explosions), update RT64
This commit is contained in:
parent
4076591be1
commit
5382ce6fd0
2
lib/rt64
2
lib/rt64
@ -1 +1 @@
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Subproject commit 00aecb38ac2f4563e81980445399e1c84c64e5bc
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Subproject commit 404f38c8061b40f19d92febe172d035dc9a82a3e
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@ -2,6 +2,7 @@
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#include "transform_ids.h"
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#include "overlays/actors/ovl_Object_Kankyo/z_object_kankyo.h"
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#include "overlays/actors/ovl_Eff_Stk/z_eff_stk.h"
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#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
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#include "z64effect.h"
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extern f32 D_808DE5B0;
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@ -434,3 +435,319 @@ void EffStk_Draw(Actor* thisx, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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typedef enum {
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/* 0x00 */ CLEAR_TAG_EFFECT_AVAILABLE,
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/* 0x01 */ CLEAR_TAG_EFFECT_DEBRIS,
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/* 0x02 */ CLEAR_TAG_EFFECT_FIRE, // never set to, remnant of OoT
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/* 0x03 */ CLEAR_TAG_EFFECT_SMOKE,
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/* 0x04 */ CLEAR_TAG_EFFECT_FLASH,
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/* 0x05 */ CLEAR_TAG_EFFECT_LIGHT_RAYS,
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/* 0x06 */ CLEAR_TAG_EFFECT_SHOCKWAVE,
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/* 0x07 */ CLEAR_TAG_EFFECT_SPLASH,
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/* 0x08 */ CLEAR_TAG_EFFECT_ISOLATED_SMOKE
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} ClearTagEffectType;
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extern Gfx gClearTagDebrisEffectMaterialDL[];
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extern Gfx gClearTagDebrisEffectDL[];
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extern Gfx gEffShockwaveDL[];
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extern Gfx gClearTagFlashEffectGroundDL[];
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extern Gfx gClearTagFireEffectMaterialDL[];
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extern Gfx gClearTagFireEffectDL[];
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extern Gfx gClearTagFireEffectMaterialDL[];
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extern Gfx gClearTagFireEffectDL[];
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extern Gfx gClearTagFlashEffectDL[];
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extern Gfx gClearTagLightRayEffectMaterialDL[];
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extern Gfx gClearTagLightRayEffectDL[];
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extern Gfx gEffWaterSplashDL[];
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extern u64 gEffWaterSplash1Tex[];
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extern u64 gEffWaterSplash2Tex[];
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extern u64 gEffWaterSplash3Tex[];
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extern u64 gEffWaterSplash4Tex[];
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extern u64 gEffWaterSplash5Tex[];
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extern u64 gEffWaterSplash6Tex[];
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extern u64 gEffWaterSplash7Tex[];
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extern u64 gEffWaterSplash8Tex[];
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static TexturePtr sWaterSplashTextures[] = {
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gEffWaterSplash1Tex,
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gEffWaterSplash2Tex,
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gEffWaterSplash3Tex,
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gEffWaterSplash4Tex,
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gEffWaterSplash5Tex,
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gEffWaterSplash6Tex,
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gEffWaterSplash7Tex,
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gEffWaterSplash8Tex,
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NULL,
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NULL,
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NULL,
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};
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/**
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* Draws all effects.
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* Each effect type is drawn before the next. The function will apply a material that
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* applies to all effects of that type while drawing the first effect of that type.
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*/
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// @recomp Patched to tag matrices.
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void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
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u8 isMaterialApplied = false;
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s16 i;
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s16 j;
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Vec3f vec;
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WaterBox* waterBox;
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f32 ySurface;
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MtxF mtxF;
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GraphicsContext* gfxCtx = play->state.gfxCtx;
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EnClearTag* this = (EnClearTag*)thisx;
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EnClearTagEffect* effect = this->effect;
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EnClearTagEffect* firstEffect = this->effect;
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OPEN_DISPS(gfxCtx);
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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// Draw all Debris effects.
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_DEBRIS) {
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// Apply the debris effect material if it has not already been applied.
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if (!isMaterialApplied) {
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isMaterialApplied++;
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_OPA_DISP++, actor_relocate(thisx, gClearTagDebrisEffectMaterialDL));
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}
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// Draw the debris effect.
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Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
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Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
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Matrix_RotateYF(effect->rotationY, MTXMODE_APPLY);
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Matrix_RotateXFApply(effect->rotationX);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_OPA_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_OPA_DISP++, actor_relocate(thisx, gClearTagDebrisEffectDL));
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
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}
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}
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// Draw all Shockwave effects.
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effect = firstEffect;
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if (this->actor.floorPoly != NULL) {
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_SHOCKWAVE) {
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// Draw the shockwave effect.
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, (s8)effect->primColor.a);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s8)effect->primColor.a);
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func_800C0094(this->actor.floorPoly, effect->pos.x, effect->pos.y, effect->pos.z, &mtxF);
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Matrix_Put(&mtxF);
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Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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gSPDisplayList(POLY_XLU_DISP++, gEffShockwaveDL);
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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}
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}
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// Draw all ground flash effects.
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effect = firstEffect;
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isMaterialApplied = false;
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if (this->actor.floorPoly != NULL) {
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_FLASH) {
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// Apply the flash ground effect material if it has not already been applied.
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if (!isMaterialApplied) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 200, 0);
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isMaterialApplied++;
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}
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// Draw the ground flash effect.
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, (s8)(effect->primColor.a * 0.7f));
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func_800C0094(this->actor.floorPoly, effect->pos.x, this->actor.floorHeight, effect->pos.z, &mtxF);
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Matrix_Put(&mtxF);
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Matrix_Scale(effect->scale * 3.0f, 1.0f, effect->scale * 3.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFlashEffectGroundDL));
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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}
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}
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// Draw all smoke effects.
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effect = firstEffect;
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isMaterialApplied = false;
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if ((effect->type == CLEAR_TAG_EFFECT_SMOKE) || (effect->type == CLEAR_TAG_EFFECT_ISOLATED_SMOKE)) {
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// Apply the smoke effect material if it has not already been applied.
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if (!isMaterialApplied) {
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectMaterialDL));
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isMaterialApplied++;
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}
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// Draw the smoke effect.
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, (s8)effect->envColor.r, (s8)effect->envColor.g, (s8)effect->envColor.b,
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128);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s8)effect->primColor.r, (s8)effect->primColor.g,
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(s8)effect->primColor.b, (s8)effect->primColor.a);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -effect->actionTimer * 5, 32, 64, 1, 0, 0, 32, 32));
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Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(effect->smokeScaleX * effect->scale, effect->smokeScaleY * effect->scale, 1.0f, MTXMODE_APPLY);
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Matrix_Translate(0.0f, 20.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectDL));
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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}
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// Draw all fire effects.
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effect = firstEffect;
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isMaterialApplied = false;
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_FIRE) {
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// Apply the fire effect material if it has not already been applied.
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if (!isMaterialApplied) {
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectMaterialDL));
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
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isMaterialApplied++;
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}
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// Draw the fire effect.
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, (s8)effect->primColor.a);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -effect->actionTimer * 15, 32, 64, 1, 0, 0, 32, 32));
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Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectDL));
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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}
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// Draw all flash billboard effects.
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effect = firstEffect;
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isMaterialApplied = false;
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_FLASH) {
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// Apply the flash billboard effect material if it has not already been applied.
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if (!isMaterialApplied) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, this->flashEnvColor.r, this->flashEnvColor.g, this->flashEnvColor.b, 0);
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isMaterialApplied++;
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}
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// Draw the flash billboard effect.
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, (s8)effect->primColor.a);
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Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(2.0f * effect->scale, 2.0f * effect->scale, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFlashEffectDL));
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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}
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// Draw all light ray effects.
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effect = firstEffect;
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isMaterialApplied = false;
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_LIGHT_RAYS) {
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// Apply the light ray effect material if it has not already been applied.
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if (!isMaterialApplied) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, (u8)effect->envColor.r, (u8)effect->envColor.g, (u8)effect->envColor.b,
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0);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagLightRayEffectMaterialDL));
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isMaterialApplied++;
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}
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// Draw the light ray effect.
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (u8)effect->primColor.r, (u8)effect->primColor.g,
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(u8)effect->primColor.b, (u8)effect->primColor.a);
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Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
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Matrix_RotateYF(effect->rotationY, MTXMODE_APPLY);
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Matrix_RotateXFApply(effect->rotationX);
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Matrix_RotateZF(effect->rotationZ, MTXMODE_APPLY);
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Matrix_Scale(effect->scale * 0.5f, effect->scale * 0.5f, effect->maxScale * effect->scale, MTXMODE_APPLY);
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Matrix_RotateXFApply(M_PI / 2);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Tag the matrix.
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gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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// @recomp Manual relocation, TODO remove when automated.
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gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagLightRayEffectDL));
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// @recomp Pop the matrix tag.
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gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
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}
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}
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// Draw all splash effects.
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effect = firstEffect;
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for (i = 0; i < ARRAY_COUNT(this->effect); i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_SPLASH) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 200);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 200);
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(sWaterSplashTextures[effect->actionTimer]));
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Gfx_SetupDL61_Xlu(gfxCtx);
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gSPClearGeometryMode(POLY_XLU_DISP++, G_CULL_BACK);
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isMaterialApplied++;
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// Apply material 16 times along a circle to give the appearance of a splash
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for (j = 0; j < 16; j++) {
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Matrix_RotateYF(2.0f * (j * M_PI) * (1.0f / 16.0f), MTXMODE_NEW);
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Matrix_MultVecZ(effect->maxScale, &vec);
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/**
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* Get the water surface at point (`x`, `ySurface`, `z`). `ySurface` doubles as position y input
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* returns true if point is within the xz boundaries of an active water box, else false
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* `ySurface` returns the water box's surface, while `outWaterBox` returns a pointer to the WaterBox
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*/
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ySurface = effect->pos.y;
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if (WaterBox_GetSurface1(play, &play->colCtx, effect->pos.x + vec.x, effect->pos.z + vec.z, &ySurface,
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&waterBox)) {
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if ((effect->pos.y - ySurface) < 200.0f) {
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// Draw the splash effect.
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Matrix_Translate(effect->pos.x + vec.x, ySurface, effect->pos.z + vec.z, MTXMODE_NEW);
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Matrix_RotateYF(2.0f * (j * M_PI) * (1.0f / 16.0f), MTXMODE_APPLY);
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Matrix_RotateXFApply(effect->rotationX);
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Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp TODO figure out a way to tag these without increasing the allocated IDs per actor.
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gSPDisplayList(POLY_XLU_DISP++, gEffWaterSplashDL);
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}
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}
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}
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}
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -182,10 +182,8 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
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}
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}
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|
||||
// @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->transformation, 0, this->actor.shape.face, overrideLimbDraw, Player_PostLimbDrawGameplay,
|
||||
&this->actor);
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
|
@ -51,8 +51,14 @@ int recomp_printf(const char* fmt, ...);
|
||||
float recomp_powf(float, float);
|
||||
|
||||
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));
|
||||
if ((uintptr_t)addr >= 0x80800000) {
|
||||
return (void*)((uintptr_t)addr -
|
||||
(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
|
||||
}
|
||||
else {
|
||||
recomp_printf("Not an overlay address!: 0x%08X 0x%08X 0x%08X\n", (u32)addr, (u32)actor->overlayEntry->vramStart, (u32)actor->overlayEntry->loadedRamAddr);
|
||||
return addr;
|
||||
}
|
||||
}
|
||||
|
||||
typedef enum {
|
||||
|
Loading…
Reference in New Issue
Block a user