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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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Tag matrix groups for actors
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@ -1 +1 @@
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Subproject commit 0edd928a3d0843092e968189c45b56a8e41e1efd
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Subproject commit a6b71d8697aec4f27204d1b6928d92e443eeb51e
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@ -12,7 +12,7 @@ float recomp_camera_pitch_vel = 0.0f;
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float recomp_deadzone = 0.2f;
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float recomp_deadzone = 0.2f;
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float recomp_camera_x_sensitivity = 1500.0f;
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float recomp_camera_x_sensitivity = 1500.0f;
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float recomp_camera_y_sensitivity = -500.0f;
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float recomp_camera_y_sensitivity = 500.0f;
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// float recomp_camera_acceleration = 500.0f;
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// float recomp_camera_acceleration = 500.0f;
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void update_recomp_camera_params(Camera* camera) {
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void update_recomp_camera_params(Camera* camera) {
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136
patches/transform_tagging.c
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136
patches/transform_tagging.c
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#include "patches.h"
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// Start after G_EX_ID_AUTO to avoid assigning it to a group
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u32 total_transforms = G_EX_ID_AUTO + 1;
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// Use 24 bits of compiler-inserted padding to hold the actor's transform ID.
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// 0x3A
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#define actorIdByte0(actor) ((u8*)(&(actor)->audioFlags))[1]
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// 0x3B
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#define actorIdByte1(actor) ((u8*)(&(actor)->audioFlags))[2]
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u32 create_transform_id() {
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u32 ret = total_transforms;
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total_transforms = (total_transforms + 1) & 0xFFFF;
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// Skip the auto transform ID
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if (total_transforms == G_EX_ID_AUTO) {
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total_transforms++;
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}
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return ret;
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}
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void Actor_Init(Actor* actor, PlayState* play) {
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Actor_SetWorldToHome(actor);
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Actor_SetShapeRotToWorld(actor);
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Actor_SetFocus(actor, 0.0f);
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Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos);
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Actor_SetScale(actor, 0.01f);
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actor->targetMode = TARGET_MODE_3;
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actor->terminalVelocity = -20.0f;
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actor->xyzDistToPlayerSq = FLT_MAX;
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actor->uncullZoneForward = 1000.0f;
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actor->uncullZoneScale = 350.0f;
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actor->uncullZoneDownward = 700.0f;
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actor->hintId = TATL_HINT_ID_NONE;
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CollisionCheck_InitInfo(&actor->colChkInfo);
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actor->floorBgId = BGCHECK_SCENE;
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) {
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Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init = NULL;
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}
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// @recomp Pick a transform ID for this actor and encode it into struct padding
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u32 cur_transform_id = create_transform_id();
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actorIdByte0(actor) = (cur_transform_id >> 0) & 0xFF;
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actorIdByte1(actor) = (cur_transform_id >> 8) & 0xFF;
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}
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void Actor_Draw(PlayState* play, Actor* actor) {
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Lights* light;
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OPEN_DISPS(play->state.gfxCtx);
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light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
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if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
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light->enablePosLights = true;
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}
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Lights_BindAll(light, play->lightCtx.listHead,
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(actor->flags & (ACTOR_FLAG_10000000 | ACTOR_FLAG_400000)) ? NULL : &actor->world.pos, play);
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Lights_Draw(light, play->state.gfxCtx);
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if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
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actor->world.pos.y +
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((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
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actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
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} else {
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
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actor->world.pos.z, &actor->shape.rot);
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}
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Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
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Actor_SetObjectDependency(play, actor);
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gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment);
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// @recomp Extract the transform ID for this actor and write it to both lists
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u32 cur_transform_id =
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(actorIdByte0(actor) << 0) |
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(actorIdByte1(actor) << 8);
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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);
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gEXMatrixGroup(POLY_XLU_DISP++, cur_transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE);
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if (actor->colorFilterTimer != 0) {
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s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams);
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Color_RGBA8 actorDefaultHitColor = { 0, 0, 0, 255 };
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if (colorFlag == COLORFILTER_COLORFLAG_GRAY) {
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actorDefaultHitColor.r = actorDefaultHitColor.g = actorDefaultHitColor.b =
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COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
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} else if (colorFlag == COLORFILTER_COLORFLAG_RED) {
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actorDefaultHitColor.r = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
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} else if (colorFlag == COLORFILTER_COLORFLAG_NONE) {
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actorDefaultHitColor.b = actorDefaultHitColor.g = actorDefaultHitColor.r = 0;
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} else {
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actorDefaultHitColor.b = COLORFILTER_GET_COLORINTENSITY(actor->colorFilterParams) | 7;
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}
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if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
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func_800AE778(play, &actorDefaultHitColor, actor->colorFilterTimer,
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COLORFILTER_GET_DURATION(actor->colorFilterParams));
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} else {
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func_800AE434(play, &actorDefaultHitColor, actor->colorFilterTimer,
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COLORFILTER_GET_DURATION(actor->colorFilterParams));
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}
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}
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actor->draw(actor, play);
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if (actor->colorFilterTimer != 0) {
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if (actor->colorFilterParams & COLORFILTER_BUFFLAG_XLU) {
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func_800AE8EC(play);
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} else {
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func_800AE5A0(play);
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}
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}
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if (actor->shape.shadowDraw != NULL) {
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actor->shape.shadowDraw(actor, light, play);
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}
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actor->isDrawn = true;
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gEXPopMatrixGroup(POLY_OPA_DISP++);
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gEXPopMatrixGroup(POLY_XLU_DISP++);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -6,6 +6,8 @@
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// This moves elements towards the screen edges when increased
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// This moves elements towards the screen edges when increased
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s32 margin_reduction = 8;
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s32 margin_reduction = 8;
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extern s32 gFramerateDivisor;
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// Modified to enable RT64 extended GBI mode
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// Modified to enable RT64 extended GBI mode
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void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
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void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
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GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
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GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
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@ -40,9 +42,10 @@ void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
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gSPEndDisplayList(&gGfxMasterDL->disps[4]);
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gSPEndDisplayList(&gGfxMasterDL->disps[4]);
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gSPBranchList(&gGfxMasterDL->debugDisp[0], pool->debugBuffer);
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gSPBranchList(&gGfxMasterDL->debugDisp[0], pool->debugBuffer);
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// @recomp Enable RT64 extended GBI mode
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// @recomp Enable RT64 extended GBI mode and set the current framerate
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OPEN_DISPS(gfxCtx);
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OPEN_DISPS(gfxCtx);
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gEXEnable(POLY_OPA_DISP++);
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gEXEnable(POLY_OPA_DISP++);
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gEXSetRefreshRate(POLY_OPA_DISP++, 60 / gFramerateDivisor);
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// gEXPrint(POLY_OPA_DISP++);
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// gEXPrint(POLY_OPA_DISP++);
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CLOSE_DISPS(gfxCtx);
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CLOSE_DISPS(gfxCtx);
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}
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}
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