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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-22 12:59:14 +01:00
Added origin adjustment for item equip animation in pause screen, disabled some WIP patches
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parent
1a6af79048
commit
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@ -1,8 +1,8 @@
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#include "patches.h"
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#include "input.h"
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#include "z64quake.h"
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RecompCameraMode recomp_camera_mode = RECOMP_CAMERA_DUALANALOG;
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#if 0
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RecompCameraMode recomp_camera_mode = RECOMP_CAMERA_NORMAL;
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VecGeo recomp_camera_pos = { .r = 66.0f, .pitch = 0, .yaw = 0 };
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@ -272,11 +272,6 @@ Vec3s Camera_Update(Camera* camera) {
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}
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// Call the camera update function
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recomp_printf(
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"Camera:\n"
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" setting: %d\n"
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" mode: %d\n"
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" funcId: %d\n", camera->setting, camera->mode, sCameraSettings[camera->setting].cameraModes[camera->mode].funcId);
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sCameraUpdateHandlers[sCameraSettings[camera->setting].cameraModes[camera->mode].funcId](camera);
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// @recomp
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@ -411,8 +406,6 @@ s32 Camera_Normal1(Camera* camera) {
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f32 phi_f2;
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f32 rand;
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recomp_printf("Camera_Normal1\n");
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roData->unk_00 = GET_NEXT_RO_DATA(values) * (sp88 * 0.01f * (0.8f - ((68.0f / sp88) * -0.2f)));
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roData->unk_04 = GET_NEXT_RO_DATA(values) * (sp88 * 0.01f * (0.8f - ((68.0f / sp88) * -0.2f)));
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roData->unk_08 = GET_NEXT_RO_DATA(values) * (sp88 * 0.01f * (0.8f - ((68.0f / sp88) * -0.2f)));
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@ -790,3 +783,4 @@ s32 Camera_Normal1(Camera* camera) {
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return true;
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}
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#endif // #if 0
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@ -29,6 +29,49 @@ s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projec
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return false;
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}
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// Disable frustum culling for bush spawning
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// s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) {
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// f32 phi_f12;
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// SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg2, &this->actor.projectedPos, &this->actor.projectedW);
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// if (this->actor.projectedW == 0.0f) {
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// phi_f12 = 1000.0f;
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// } else {
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// phi_f12 = fabsf(1.0f / this->actor.projectedW);
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// }
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// if (((-this->actor.uncullZoneScale < this->actor.projectedPos.z) &&
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// (this->actor.projectedPos.z < (this->actor.uncullZoneForward + this->actor.uncullZoneScale)) /* &&
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// (((fabsf(this->actor.projectedPos.x) - this->actor.uncullZoneScale) * phi_f12) < 1.0f)) &&
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// (((this->actor.projectedPos.y + this->actor.uncullZoneDownward) * phi_f12) > -1.0f) &&
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// (((this->actor.projectedPos.y - this->actor.uncullZoneScale) * phi_f12) < 1.0f */)) {
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// return true;
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// }
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// return false;
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// }
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// Disable frustum culling for grass
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s32 func_809A9110(PlayState* play, Vec3f* pos) {
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f32 w;
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Vec3f projectedPos;
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, pos, &projectedPos, &w);
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if ((play->projectionMtxFDiagonal.z * -130.13191f) < projectedPos.z) {
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if (w < 1.0f) {
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w = 1.0f;
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}
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// if (((fabsf(projectedPos.x) - (130.13191f * play->projectionMtxFDiagonal.x)) < w) &&
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// ((fabsf(projectedPos.y) - (130.13191f * play->projectionMtxFDiagonal.y)) < w)) {
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return true;
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// }
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}
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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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@ -1,6 +1,6 @@
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#include "patches.h"
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#include "input.h"
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#if 0
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u32 sPlayerItemButtons[] = {
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BTN_B,
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BTN_CLEFT,
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@ -154,3 +154,4 @@ ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
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return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
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}
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*/
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#endif // #if 0
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@ -389,6 +389,39 @@ void Interface_Draw(PlayState* play) {
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Interface_DrawAButton(play);
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// @recomp Move the item being equipped from the center of the screen to the right edge as the timer counts down
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if (gKaleidoMgrOverlayTable[0].loadedRamAddr != NULL) {
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// These are overlay symbols, so their addresses need to be offset to get their 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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extern s16 sEquipAnimTimer;
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extern s16 sMaskEquipAnimTimer;
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extern s16 sEquipState;
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extern s16 sMaskEquipState;
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s16 equip_timer = *(s16*)((u8*)&sEquipAnimTimer + gKaleidoMgrOverlayTable[0].offset);
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s16 mask_equip_timer = *(s16*)((u8*)&sMaskEquipAnimTimer + gKaleidoMgrOverlayTable[0].offset);
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s16 equip_state = *(s16*)((u8*)&sEquipState + gKaleidoMgrOverlayTable[0].offset);
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s16 mask_equip_state = *(s16*)((u8*)&sMaskEquipState + gKaleidoMgrOverlayTable[0].offset);
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s16 timer = MIN(equip_timer, mask_equip_timer);
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s32 max_timer = 10;
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// Prevent the timer from being used to calculate the origin when an arrow effect is taking place.
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if (equip_timer < 10 && equip_state != EQUIP_STATE_MOVE_TO_C_BTN) {
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timer = 10;
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}
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// Adjust the max timer value if a magic arrow is being equipped.
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if ((pauseCtx->equipTargetItem == ITEM_BOW_FIRE) ||
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(pauseCtx->equipTargetItem == ITEM_BOW_ICE) ||
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(pauseCtx->equipTargetItem == ITEM_BOW_LIGHT)) {
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max_timer = 6;
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}
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s32 origin = (G_EX_ORIGIN_CENTER - G_EX_ORIGIN_RIGHT) * (timer - 1) / (max_timer - 1) + G_EX_ORIGIN_RIGHT;
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s32 offset = (SCREEN_WIDTH / 2) * (timer - 1) / (max_timer - 1) - SCREEN_WIDTH;
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gEXSetRectAlign(OVERLAY_DISP++, origin, origin, offset * 4, 0, offset * 4, 0);
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gEXSetViewportAlign(OVERLAY_DISP++, origin, offset * 4, 0);
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}
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Interface_DrawPauseMenuEquippingIcons(play);
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// Draw either the minigame countdown or the three-day clock
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