Compare commits

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136 Commits

Author SHA1 Message Date
squidbus
fd16c379ff
Use Application Support directory on macOS. (#553) 2025-03-25 17:22:48 +01:00
squidbus
3d3524ffe7
Fix portable mode on macOS (#552) 2025-03-23 20:23:44 +01:00
David Chavez
1c8668fb65
Update RT64 for MacOS Intel GPU support and region resolve fix (#550) 2025-03-15 19:25:29 +01:00
Hugo Locurcio
c6d77fe5ca
Fix link to decompress_baserom.py in Building documentation (#548) 2025-03-14 18:12:09 -04:00
Wiseguy
21a6f4046f
Download full target build of llvm in CI Windows runners to fix missing MIPS support and update N64Recomp CI commit (#549) 2025-03-14 18:11:29 -04:00
David Chavez
25e7b31228
Add macOS Support (#537) 2025-03-14 21:07:07 +01:00
Wiseguy
91db87632c
Mod Support (#499)
Integrates the modding functionality in N64ModernRuntime and adds several exported functions for mods to use. Also adds a ROM decompressor so that the runtime has access to the uncompressed code in the ROM for hooking purposes.
2025-02-14 18:38:10 -05:00
lkoger
0d0f64e32f
Fix ninja package name in Ubuntu build instructions (#482) 2024-10-06 13:07:26 -04:00
Mr-Wiseguy
d99a84f04f Fix strict mode validation failure in latest N64Recomp version and update N64Recomp commit in github workflow 2024-09-06 16:56:58 -04:00
Wiseguy
af1404b83d
Fix commit of N64Recomp used by workflow (#468) 2024-08-16 10:15:20 -04:00
Wiseguy
83ecc68d18
Improve build times by using the recompiler to output multiple functions per file (#465)
* Update RT64 for many things, most notably re-spirv

* Improve build times by using the recompiler to output multiple functions per file
2024-08-16 09:50:01 -04:00
Wiseguy
7697a972a3
Update RT64 for many things, most notably re-spirv (#463) 2024-08-10 19:31:37 -04:00
Wiseguy
473b3d3d02
Add transform tagging for moths to fix their interpolation (#460)
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
2024-08-09 23:43:43 -04:00
David Chavez
d782d3dcb9
chore(ci): finalize PR build artifacts (#455) 2024-08-01 21:00:38 +02:00
David Chavez
142b4d021b
chore(ci): further tweaks to PR description updates (#454) 2024-08-01 14:39:40 +02:00
David Chavez
6598da434e
chore(ci): link and update build artifacts for PRs (#453) 2024-08-01 13:02:35 +02:00
Mr-Wiseguy
3346400775 Fix message box being used by accident in preload_executable 2024-07-28 22:04:14 -04:00
Wiseguy
c90434962f
Preload executable into memory on Windows to prevent stutters (#450) 2024-07-28 22:00:39 -04:00
Wiseguy
9981b922dc
Fix .recomp_patch section functions not getting loaded (#449) 2024-07-28 21:43:14 -04:00
Wiseguy
528a22d86f
Update RT64 to fix compilation error from missing includes on some compilers (#448) 2024-07-28 12:10:07 -04:00
Wiseguy
4c2cc2003a
Opt out of constexpr mutex constructor on windows to prevent vcredist issues (#444) 2024-07-26 21:44:28 -04:00
Wiseguy
c21d55938b
Update RT64 for odd-sized HD texture mipmap fix (#445) 2024-07-26 18:57:22 -04:00
Reonu
5aa650bffa
Update RT64 for HD texture framework and DXIL linker (#262)
* WIP HD texture support

* Remove STB implementation as it's already defined in RT64

* Fix texcoords for seamless pause background patch

* Fix RT64 compilation error and temporarily disable shader cache

* Fix vertices for bottom strip in seamless pause background patch

* Update RT64 for mip preloading and alignment fixes

* Update RT64 for zipped texture pack support and fix CMake warning flags for clang-cl

* Update RT64 to have multiple pack loading and texture memory stats in the debugger

* Update RT64 to fix replace button crash

* Update to RT64 main as HD textures were merged and completely removed shader cache as it's not needed

---------

Co-authored-by: Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
2024-07-25 23:08:23 -04:00
Wiseguy
a8a5e216fe
Tag all patches with the RECOMP_PATCH attribute in preparation for the recompiler's strict mode (#441) 2024-07-25 22:17:00 -04:00
Mr-Wiseguy
97912578e9 Fix patching error that resulted in the rewind button highlight being in the wrong position 2024-07-24 23:42:33 -04:00
Wiseguy
e35bb0700f
Fix bug where ocarina inputs are dropped right after taking out the ocarina (#428) 2024-07-08 16:33:33 -04:00
David Chavez
c7baa7ef8f
Fix ubuntu-18.04 workflow (#429) 2024-07-08 18:52:33 +02:00
briaguya
19d2e38499
Allow configuring menu accept/apply buttons (#385)
* feat: allow configuring menu accept/apply buttons

* Update assets/icons/Reset.svg

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

---------

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
2024-07-05 21:19:31 -04:00
Wiseguy
79fc56f1fd
Remove decomp elf dependency and automate patch relocations (#419)
* Changed patch recompilation to use new reference symbol functionality and removed all manual relocations

* Moved symbol tomls to submodule, switched from objcopy to recompiler output binary mechanism for patch recompilation

* Update N64Recomp commit in CI to symbol_reference_file branch

* Remove option in patches toml that doesn't exist

* Update N64Recomp to fix issue with pause screen cursor, fix some issues caused by patches and overlay function-local statics

* Disable unpaired lo16 warnings and update N64Recomp in CI

* Update build instructions to reflect that the decomp elf is no longer needed
2024-07-05 16:33:34 -04:00
Wiseguy
5e3aac4b45
Update README.md to add multilang support in upcoming features 2024-07-02 15:10:24 -04:00
Reonu
6dd618e5a4
Update RT64 to fix Nvidia Wayland crash (#424) 2024-07-01 17:37:21 -04:00
briaguya
208e3044fc
fix: use sdl userevent to set await_stick_return when scanning for input (#413) 2024-06-22 22:06:25 -04:00
danielryb
cbb5e8e7a4
Allow skipping Song of Soaring cutscene (#409) 2024-06-22 22:02:33 -04:00
Anghelo Carvajal
4abd0fe720
Update N64ModernRuntime and add debug game thread naming (#408) 2024-06-21 15:40:06 +02:00
David Chavez
07cfe51010
Update SDL2 version for remaining workflows (#401) 2024-06-17 13:10:34 +02:00
David Chavez
b086945b67
Add Blaze message to README (#397) 2024-06-17 00:51:21 +02:00
David Chavez
1a6a3b3082
CI: build on ubuntu-18.04 (#346) 2024-06-16 21:38:23 +02:00
David Chavez
19fcd9bf31
Update to latest N64ModernRuntime (#392)
- updates to new controller changes
- updates to new render context changes
- updates to new controller number changes
- fix for crash on save thread
2024-06-12 09:40:14 +02:00
David Chavez
b31cf0a76b
Update N64ModernRuntime submodule url (#389) 2024-06-10 16:50:54 +02:00
David Chavez
0e31d3b582
CI: Match SDL across platforms and centralize versions (#383) 2024-06-09 01:42:15 +02:00
briaguya
2607c8098f
ci: download sdl from gh release url (#381) 2024-06-08 21:09:08 +02:00
David Chavez
e819c62da2
ci: fix windows builds (#375) 2024-06-07 10:39:47 +02:00
briaguya
b0d0cab6c2
feat: support portable mode (#368) 2024-06-06 01:59:43 +02:00
briaguya
1c00519938
fix: enable key repeat in rmlui menu (#364) 2024-06-05 13:03:06 +02:00
David Chavez
030d793056
Update to support latest N64Recomp - Silence warnings in CMake (#358) 2024-06-05 07:58:24 +02:00
David Chavez
bec699f0bd
Migrate to N64ModernRuntime (#354) 2024-06-05 01:12:43 +02:00
David Chavez
6e9ee3498b
CI: Pin N64Recomp version to use (#353) 2024-06-03 21:39:20 +02:00
Wiseguy
4d682fac8a
Bump version number to 1.1.1 (#343) 2024-06-02 16:29:13 -04:00
David Chavez
d1f5ff3bba
Use shader cache in artefacts (#272) 2024-06-02 14:18:50 -04:00
Wiseguy
9ab97993e1
Update RT64 for AMD RDNA3 workaround and shader counts in debugger (#314) 2024-06-02 13:47:03 -04:00
Mr-Wiseguy
49baa68ea1 Fix bug with saving error detection, changed saving error message 2024-06-02 12:01:57 -04:00
David Chavez
db1def4280
CI: Enable internal workflow for pushes on dev (#341) 2024-06-02 17:45:01 +02:00
Reonu
7d3ae05436
Add shield aiming inversion (#338) 2024-06-02 10:46:08 -04:00
David Chavez
763c714653
CI: Split workflow execution paths (#337) 2024-06-02 10:34:25 -04:00
Wiseguy
ce406e9c5d
Use file backup system for config files (#335)
* Use file backup system for config files

* Add -fexceptions to windows cxxflags in workflow
2024-06-01 17:22:33 -04:00
Reonu
3e5efc935e
Start the Wart boss fight if the player looks up with analog cam (#308) 2024-05-30 18:31:09 +01:00
thecozies
a3d287575d
Enhanced analog cam behavior when spike rolling or in a deku flower (#306)
* 279 Adjusted autocam/analog cam behavior while inside of a deku flower or when spike rolling

* override analog cam while left stick is active in deku flower

* Change to auto cam when spike rolling (#323)

* Fix duplicate skip_analog_cam_once declaration

---------

Co-authored-by: Reonu <danileon95@gmail.com>
2024-05-30 16:34:10 +01:00
Reonu
8319d97ad1
Make the ocarina work with the dpad (#311) 2024-05-30 15:53:43 +01:00
Reonu
b6b3bca731
Update issue template with questions for glitches and driver versions (#284) 2024-05-27 15:54:10 +01:00
David Chavez
95b7a64f1c
CI: Build aarch64 linux (#249) 2024-05-27 12:33:15 +02:00
Mr-Wiseguy
790b10a4b4 Fixed swapped descriptions in general config menu 2024-05-26 15:28:34 -04:00
Reonu
32b0fc5f53
Update README to reflect new features (dual analog etc) (#276) 2024-05-26 15:25:03 -04:00
Wiseguy
1ea7d4ebe9
v1.1.0 (#271)
* Update RT64 to correctly report errors for shader model 5.1 GPUs

* Fixed Windows filesystem error crash

* Force audio driver selection to wasapi on Windows to prevent audio issue
2024-05-26 14:24:13 -04:00
Reonu
4ebe71bfcc
Automatic save backup system (#260)
* Made errors print to console as well

---------

Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
2024-05-26 11:38:58 -04:00
briaguya
d4898f2316
feat: allow configuring menu toggle button (#181)
* feat: allow configuring menu toggle button

* fix: hide toggle menu binding config for keyboard

* fix: assign defaults for inputs that don't exist in `controls.json`
2024-05-26 09:58:51 -04:00
Wiseguy
3c34fa63c1
Adds analog camera and other controller options (#264)
* Added analog cam and camera inversion options to menu, initial implementation of analog cam
* Automatically suppress inputs on the right stick while analog cam is active
* Return to automatic camera mode when pressing target
* Add aiming inversion options
* Add analog camera inversion options
2024-05-26 09:34:26 -04:00
Mr-Wiseguy
a4f61016bb Fix navigation on deadzone option, convert backing value to int to match other sliders 2024-05-26 08:36:22 -04:00
GabrielCNoble
773cc3bbb0 joystick deadzone (#257) 2024-05-26 08:36:22 -04:00
Reonu
332a45cd64
Fix Skull Kid curse effect in ultrawide (32:9+) (#259) 2024-05-26 07:23:25 +01:00
Reonu
23eb6b7eea
Support for high precision framebuffers and dither noise (RT64) (#252)
* 64 bit framebuffer for rt64

* Remove mention of motion blur cap from readme

* Add graphics.json option to control high precision framebuffers, disable clamping alpha for accumulation blur when using high precision FBs

* Increase dither noise strength at higher resolutions to make it more noticeable

---------

Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
2024-05-26 01:24:46 -04:00
Parker
169155953e
Add main volume option to settings (#267)
* This commit adds the option to control the main volume game via a slider
added to the "Sound" tab in the settings menu.
2024-05-26 00:59:15 -04:00
Reonu
41e737249e
Fix "Dawn of the X day" screen ending too early (#266) 2024-05-25 23:41:00 -04:00
David Chavez
02a774e4ff
Reuse icon for AppImage (#248) 2024-05-23 09:03:09 +02:00
David Chavez
466b766cfa
Remove shader cache and make it optional (#238) 2024-05-22 10:55:54 +02:00
qurious-pixel
26f5fcc952
AppImage (#231) 2024-05-22 10:55:12 +02:00
theofficialgman
b803da8a58
Fix arm64 building and X11 conflicts (#214) 2024-05-22 02:39:34 +02:00
Nadia Holmquist Pedersen
0a0699f272
Linux: Force SDL2 video driver selection to X11 (#197)
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
2024-05-20 23:39:33 +02:00
David Chavez
0b609752ce
CI: Enable secrets on forks with approval (#227) 2024-05-20 22:55:59 +02:00
Guilherme Arcencio
f872ca87cc
Fix CMake build directory name in BUILDING.md (#205) 2024-05-20 16:14:09 +02:00
Reonu
671d94a6d5
Add clarification regarding choosing other ROMs to readme (#210) 2024-05-20 01:07:18 -04:00
Mr-Wiseguy
6121e5aa3c
Fix release link in README to always point to the latest release. 2024-05-18 23:34:02 -04:00
Mr-Wiseguy
b791a4aa1d
1.0.1 Hotfixes (#190)
* Fixed bug with autosaving where some flags weren't updated in the save buffer

* Display message boxes for RT64 initialization errors

* Bump version number to 1.0.1
2024-05-18 18:46:11 -04:00
David Chavez
3f9478c7e6
CI: Allow whole ZRE repo to be replaceable (#182) 2024-05-18 22:35:13 +02:00
David Chavez
511fca8393
Bundle missing dll’s & tar linux archive (#180) 2024-05-18 16:38:38 +02:00
David Chavez
7e8782c114
Building Instructions & CI (#178)
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
2024-05-18 04:23:48 +02:00
Reonu
008dfa5b0b Add missing semicolon 2024-05-16 19:46:15 +01:00
Reonu
29161d17f2
Add Linux workarounds to readme (#150) 2024-05-15 18:28:39 -04:00
Mr-Wiseguy
ada320a184
Fix link in README.md 2024-05-15 11:26:38 -04:00
Reonu
4873460b88
Add savefile location info to readme (#144) 2024-05-15 00:02:40 +01:00
Mr-Wiseguy
abbf090153
Update bug_report.md 2024-05-14 10:18:14 -04:00
Tharo
89af45ae34
ultramodern / recomp runtime: Relax alignment restrictions in osEPiReadIo, implement some more stubs (#130)
- osDriveRomInit
 - __osPiGetAccess
 - __osPiRelAccess
 - osPfsChecker
2024-05-14 00:21:51 -04:00
Mr-Wiseguy
d5fb5f50c1 Added microcode tomls for RSPRecomp 2024-05-12 20:35:54 -04:00
Mr-Wiseguy
a72f4d6072
Update system requirements 2024-05-12 11:36:12 -04:00
Mr-Wiseguy
452d2af067
Update README.md 2024-05-11 13:28:38 -04:00
Mr-Wiseguy
b1109f66c1 Update README.md 2024-05-10 20:33:10 -04:00
Mr-Wiseguy
028fa7fd17 Add a libraries and referenced projects section to the readme 2024-05-10 16:27:10 -04:00
Mr-Wiseguy
c9c1726a8b Add link to releases in readme 2024-05-10 14:32:57 -04:00
Mr-Wiseguy
82c449045f
Update issue templates 2024-05-10 00:22:09 -04:00
Mr-Wiseguy
b18262c692 Update readme and general config descriptions, add GPLv3 license, bump verison number to 1.0.0 2024-05-10 00:07:09 -04:00
Mr-Wiseguy
c898edd749 Update RT64 and shader cache, add decals to N64 effect list in readme, bump version number to 1.0.0-rc2 2024-05-06 22:47:31 -04:00
Mr-Wiseguy
b89d9c8508 More readme changes 2024-05-06 20:09:01 -04:00
Reonu
f56b6c6b87
Fix the right edge on the purple background for scene title cards (#20) 2024-05-06 20:03:48 -04:00
Mr-Wiseguy
8a035386c0 Update readme 2024-05-06 19:01:34 -04:00
Mr-Wiseguy
25461da8ab First draft of readme 2024-05-06 18:09:39 -04:00
Mr-Wiseguy
ac14e4ca3f Fixed overlay symbol (kerning table) being referenced directly, added map file generation to patch compilation 2024-05-06 14:11:00 -04:00
Mr-Wiseguy
4c3d48ba8f Added some more mode-specific camera interpolation logic 2024-05-05 23:09:33 -04:00
Mr-Wiseguy
18be149b7b Fixed rect alignment causing issues in horseback target practice 2024-05-05 23:09:19 -04:00
Mr-Wiseguy
af165cb21c Various transform tagging 2024-05-05 19:09:11 -04:00
Mr-Wiseguy
47de6032d9 Fixed autosave timing when loading file or after moon crash 2024-05-05 00:27:08 -04:00
Mr-Wiseguy
db41873d69 Fixed save deletion using the wrong file number 2024-05-04 23:48:42 -04:00
Mr-Wiseguy
300af8c8c4 Made loading a save start the slow autosave timer instead of the normal one 2024-05-04 23:36:08 -04:00
Mr-Wiseguy
d1fb2bd278 Made Song of Time/game completion saves delete the autosave and made moon crash resets give the player extra time before an autosave triggers 2024-05-04 22:47:35 -04:00
Mr-Wiseguy
73eac7c88d Make owl saves not get deleted on load if autosaving is enabled, updated autosave description 2024-05-04 20:42:53 -04:00
Reonu
2a72fc25ca
Skip owl statue text referencing save deletion if autosave is enabled (#19) 2024-05-04 20:40:45 -04:00
Mr-Wiseguy
83b196a4e5 Move rmlui reload to F10 and make F11 toggle fullscreen 2024-05-04 15:42:19 -04:00
Mr-Wiseguy
9ff794f502 Suppress enter key when alt is held to prevent stray inputs when using the fullscreen shortcut 2024-05-04 15:28:54 -04:00
Mr-Wiseguy
a324b7853d Made loading autosaves spawn the player in dungeons when the save was made while in a dungeon 2024-05-04 14:32:33 -04:00
Mr-Wiseguy
54b862599c Implemented UI for controlling autosaving, fixed general config defaults not being applied correctly 2024-05-04 13:08:14 -04:00
Mr-Wiseguy
7034243ff6 Update RT64 2024-05-04 02:10:58 -04:00
Mr-Wiseguy
0faf51e8a2 Disable autosave debug 2024-05-04 02:08:59 -04:00
Mr-Wiseguy
b7775e1e96 Implement rewind button in save menu to load the base file instead of the owl save/autosave 2024-05-04 01:20:14 -04:00
Mr-Wiseguy
3fdb2dc001 Fixed integer overflow in audio buffer calculations, added workaround to speed up audio if too many samples get queued somehow (prevents audio lag bug) 2024-05-04 00:28:42 -04:00
Mr-Wiseguy
55aa02c4b3 Added camera interpolation workarounds for specific modes or scenes 2024-05-03 19:55:34 -04:00
Reonu
619325366e
Add 'player can pause' check to autosave logic (#17) 2024-05-03 13:01:53 -04:00
Reonu
20d6f56644
Fix saves getting deleted on SoT save (#16) 2024-05-03 12:57:49 -04:00
Reonu
6aaf0bbd71
Interpolation fixes for snowhead/ikana boulders and beaver race rings (#18) 2024-05-03 12:57:07 -04:00
Mr-Wiseguy
76a879359e Refined conditions for when autosaving is allowed 2024-05-02 02:38:17 -04:00
thecozies
7491eabde0
Cont/kb/mouse focus priorities and behaviors reworked (#15)
* ensure focus after cont/kb input + enable mouse on SDL_QUIT + force focus to prompt while open

* only force prompt focus if mouse is not active

* default kb input, mouse click switches to kb focused input
2024-05-02 01:51:09 -04:00
Mr-Wiseguy
956db3366f Moved UI resource destruction to RT64 deinit hook, temporarily disabled shader cache as it's out of date 2024-05-01 04:25:22 -04:00
Mr-Wiseguy
11012cdfc6 WIP autosave functionality 2024-05-01 04:06:53 -04:00
Mr-Wiseguy
1ef8656a93 Asynchronous saving 2024-05-01 02:38:33 -04:00
Mr-Wiseguy
b9c9e65672 Changed save directory on linux to $HOME/.config/appname 2024-05-01 02:38:33 -04:00
thecozies
52278c5a4d
disable cursor movement threshold when controller is the primary input (#14) 2024-04-30 10:41:22 -04:00
thecozies
1ec20de2f5
Show quit game prompt when attempting to close window (#13) 2024-04-30 10:30:39 -04:00
thecozies
0aafcb6ee2
Fix directional navigation between options with msaa options being disabled (#12) 2024-04-30 10:29:38 -04:00
thecozies
d555f0c65b
Apply graphics conf changes with F on kb or X/Start on cont (#11) 2024-04-30 10:29:02 -04:00
155 changed files with 10841 additions and 10316 deletions

40
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
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@ -0,0 +1,40 @@
---
name: Bug report
about: Report a bug in the project
title: ''
labels: ''
assignees: ''
---
## If you have a crash on startup, please make sure your graphics drivers are up to date before submitting a bug report.
**What is your GPU driver version? Old drivers, particularly on Nvidia, are known to cause crashes on boot on 1.1.0. If you are on Nvidia and the game is crashing on boot, please update to driver version 555.85 or newer before opening an issue.**
**Have you checked whether this issue is vanilla behavior? In other words, does it occur on original hardware?**
**Were you playing with intended mechanics, or using glitches? If it's the latter, which glitches?**
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. etc.
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
Please attach a screenshot of the bug.
**Desktop (please complete the following information):**
- OS: [Windows 10, Windows 11, Linux distro]
- Version: [e.g. 1.0.0]
- CPU: [e.g. Intel Core ..., AMD Ryzen ..., etc.]
- GPU: [e.g. NVIDIA GeForce .../Radeon RX .../Intel UHD .../etc.]
- GPU driver: [e.g Nvidia driver 545.XX, AMD driver 24.X.X, etc]
**Additional context**
Add any other context about the problem here.

View File

@ -0,0 +1,9 @@
[Desktop Entry]
Name=Zelda64Recompiled
Type=Application
Terminal=false
Icon=Zelda64Recompiled
Exec=Zelda64Recompiled
GenericName=Zelda64Recompiled
Categories=Game;

45
.github/linux/appimage.sh vendored Executable file
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@ -0,0 +1,45 @@
ARCH=$(uname -m)
LINUX_DEPLOY_ARCH=$(uname -m)
if [ "$ARCH" = "x86_64" ]; then
ARCH="x86_64"
LINUX_DEPLOY_ARCH="x86_64"
elif [ "$ARCH" = "aarch64" ]; then
ARCH="arm_aarch64"
LINUX_DEPLOY_ARCH="aarch64"
else
echo "Unsupported architecture: $ARCH"
exit 1
fi
curl -sSfLO "https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-$LINUX_DEPLOY_ARCH.AppImage"
curl -sSfLO "https://github.com/linuxdeploy/linuxdeploy-plugin-gtk/raw/master/linuxdeploy-plugin-gtk.sh"
chmod a+x linuxdeploy*
mkdir -p AppDir/usr/bin
cp Zelda64Recompiled AppDir/usr/bin/
cp -r assets/ AppDir/usr/bin/
cp gamecontrollerdb.txt AppDir/usr/bin/
cp icons/512.png AppDir/Zelda64Recompiled.png
cp .github/linux/Zelda64Recompiled.desktop AppDir/
"./linuxdeploy-$LINUX_DEPLOY_ARCH.AppImage" --appimage-extract
mv squashfs-root/ deploy
./deploy/AppRun --appdir=AppDir/ -d AppDir/Zelda64Recompiled.desktop -i AppDir/Zelda64Recompiled.png -e AppDir/usr/bin/Zelda64Recompiled --plugin gtk
sed -i 's/exec/#exec/g' AppDir/AppRun
echo 'if [ -f "portable.txt" ]; then' >> AppDir/AppRun
echo ' APP_FOLDER_PATH=$PWD' >> AppDir/AppRun
echo ' cd "$this_dir"/usr/bin/' >> AppDir/AppRun
echo ' APP_FOLDER_PATH=$APP_FOLDER_PATH ./Zelda64Recompiled' >> AppDir/AppRun
echo 'else' >> AppDir/AppRun
echo ' cd "$this_dir"/usr/bin/' >> AppDir/AppRun
echo ' ./Zelda64Recompiled' >> AppDir/AppRun
echo 'fi' >> AppDir/AppRun
# Remove conflicting libraries
rm -rf AppDir/usr/lib/libgmodule*
rm -rf AppDir/usr/lib/gio/modules/*.so
rm -rf AppDir/usr/lib/libwayland*
./deploy/usr/bin/linuxdeploy-plugin-appimage --appdir=AppDir

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleName</key>
<string>${MACOSX_BUNDLE_BUNDLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>${MACOSX_BUNDLE_GUI_IDENTIFIER}</string>
<key>CFBundleVersion</key>
<string>${MACOSX_BUNDLE_BUNDLE_VERSION}</string>
<key>CFBundleShortVersionString</key>
<string>${MACOSX_BUNDLE_SHORT_VERSION_STRING}</string>
<key>CFBundleExecutable</key>
<string>Zelda64Recompiled</string>
<key>CFBundleIconFile</key>
<string>${MACOSX_BUNDLE_ICON_FILE}</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>LSMinimumSystemVersion</key>
<string>11</string>
<key>GCSupportsGameMode</key>
<true/>
</dict>
</plist>

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# Define the path to the entitlements file
set(ENTITLEMENTS_FILE ${CMAKE_SOURCE_DIR}/.github/macos/entitlements.plist)
# Set bundle properties
set_target_properties(Zelda64Recompiled PROPERTIES
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_NAME "Zelda64Recompiled"
MACOSX_BUNDLE_GUI_IDENTIFIER "com.github.zelda64recompiled"
MACOSX_BUNDLE_BUNDLE_VERSION "1.0"
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0"
MACOSX_BUNDLE_ICON_FILE "AppIcon.icns"
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_BINARY_DIR}/Info.plist
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "-"
XCODE_ATTRIBUTE_CODE_SIGN_ENTITLEMENTS ${ENTITLEMENTS_FILE}
)
# Create icon files for macOS bundle
set(ICON_SOURCE ${CMAKE_SOURCE_DIR}/icons/512.png)
set(ICONSET_DIR ${CMAKE_BINARY_DIR}/AppIcon.iconset)
set(ICNS_FILE ${CMAKE_BINARY_DIR}/resources/AppIcon.icns)
# Create iconset directory and add PNG file
add_custom_command(
OUTPUT ${ICONSET_DIR}
COMMAND ${CMAKE_COMMAND} -E make_directory ${ICONSET_DIR}
COMMAND ${CMAKE_COMMAND} -E copy ${ICON_SOURCE} ${ICONSET_DIR}/icon_512x512.png
COMMAND ${CMAKE_COMMAND} -E copy ${ICON_SOURCE} ${ICONSET_DIR}/icon_512x512@2x.png
COMMAND touch ${ICONSET_DIR}
COMMENT "Creating iconset directory and copying PNG file"
)
# Convert iconset to icns
add_custom_command(
OUTPUT ${ICNS_FILE}
DEPENDS ${ICONSET_DIR}
COMMAND iconutil -c icns ${ICONSET_DIR} -o ${ICNS_FILE}
COMMENT "Converting iconset to icns"
)
# Custom target to ensure icns creation
add_custom_target(create_icns ALL DEPENDS ${ICNS_FILE})
# Set source file properties for the resulting icns file
set_source_files_properties(${ICNS_FILE} PROPERTIES
MACOSX_PACKAGE_LOCATION "Resources"
)
# Add the icns file to the executable target
target_sources(Zelda64Recompiled PRIVATE ${ICNS_FILE})
# Ensure Zelda64Recompiled depends on create_icns
add_dependencies(Zelda64Recompiled create_icns)
# Configure Info.plist
configure_file(${CMAKE_SOURCE_DIR}/.github/macos/Info.plist.in ${CMAKE_BINARY_DIR}/Info.plist @ONLY)
# Install the app bundle
install(TARGETS Zelda64Recompiled BUNDLE DESTINATION .)
# Ensure the entitlements file exists
if(NOT EXISTS ${ENTITLEMENTS_FILE})
message(FATAL_ERROR "Entitlements file not found at ${ENTITLEMENTS_FILE}")
endif()
# Post-build steps for macOS bundle
add_custom_command(TARGET Zelda64Recompiled POST_BUILD
# Copy and fix frameworks first
COMMAND ${CMAKE_COMMAND} -D CMAKE_BUILD_TYPE=$<CONFIG> -D CMAKE_GENERATOR=${CMAKE_GENERATOR} -P ${CMAKE_SOURCE_DIR}/.github/macos/fixup_bundle.cmake
# Copy all resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets ${CMAKE_BINARY_DIR}/temp_assets
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_BINARY_DIR}/temp_assets/scss
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_BINARY_DIR}/temp_assets $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Resources/assets
COMMAND ${CMAKE_COMMAND} -E remove_directory ${CMAKE_BINARY_DIR}/temp_assets
# Copy controller database
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/Resources/
# Set RPATH
COMMAND install_name_tool -add_rpath "@executable_path/../Frameworks/" $<TARGET_BUNDLE_DIR:Zelda64Recompiled>/Contents/MacOS/Zelda64Recompiled
# Sign the bundle
COMMAND codesign --verbose=4 --options=runtime --no-strict --sign - --entitlements ${ENTITLEMENTS_FILE} --deep --force $<TARGET_BUNDLE_DIR:Zelda64Recompiled>
COMMENT "Performing post-build steps for macOS bundle"
VERBATIM
)

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.cs.allow-jit</key>
<true/>
<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
<true/>
<key>com.apple.security.cs.disable-executable-page-protection</key>
<true/>
<key>com.apple.security.cs.disable-library-validation</key>
<true/>
</dict>
</plist>

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include(BundleUtilities)
# Check for pkgx installation
find_program(PKGX_EXECUTABLE pkgx)
# Xcode generator puts the build type in the build directory
set(BUILD_PREFIX "")
if (CMAKE_GENERATOR STREQUAL "Xcode")
set(BUILD_PREFIX "${CMAKE_BUILD_TYPE}/")
endif()
# Use generator expressions to get the absolute path to the bundle
set(APPS "${BUILD_PREFIX}Zelda64Recompiled.app/Contents/MacOS/Zelda64Recompiled")
# Set up framework search paths
set(DIRS "${BUILD_PREFIX}Zelda64Recompiled.app/Contents/Frameworks")
# Detect if we're using pkgx
if(PKGX_EXECUTABLE)
message(STATUS "pkgx detected, adding pkgx directories to framework search path")
list(APPEND DIRS "$ENV{HOME}/.pkgx/")
endif()
# Convert all paths to absolute paths
file(REAL_PATH ${APPS} APPS)
set(RESOLVED_DIRS "")
foreach(DIR IN LISTS DIRS)
# Handle home directory expansion
string(REPLACE "~" "$ENV{HOME}" DIR "${DIR}")
# Convert to absolute path, but don't fail if directory doesn't exist
if(EXISTS "${DIR}")
file(REAL_PATH "${DIR}" RESOLVED_DIR)
list(APPEND RESOLVED_DIRS "${RESOLVED_DIR}")
endif()
endforeach()
# Debug output
message(STATUS "Bundle fixup paths:")
message(STATUS " App: ${APPS}")
message(STATUS " Search dirs: ${RESOLVED_DIRS}")
# Fix up the bundle
fixup_bundle("${APPS}" "" "${RESOLVED_DIRS}")

73
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#!/usr/bin/python3
"""
Custom ld64 wrapper for macOS
This script wraps the standard macOS linker (/usr/bin/ld) to modify executable memory
protection flags in the resulting Mach-O binary. It works in three stages:
1. First, it passes through all arguments to the regular macOS linker to create the binary
2. Then, it parses command line arguments to identify output file and segment protection flags
3. Finally, it modifies the output binary's Mach-O headers to ensure segments (particularly __TEXT)
have the maximum protection flags (rwx) we specify, even if the default macOS linker would restrict them
This is necessary because macOS restricts writable+executable memory by default,
but certain applications need this capability for dynamic code generation or JIT compilation.
Usage: Same as the standard ld64 linker, with the added benefit that -segprot options
will have their max_prot values properly preserved in the output binary.
"""
import sys
import subprocess
from itertools import takewhile
from macholib import MachO, ptypes
def parse_rwx(text):
return ('r' in text and 1) | ('w' in text and 2) | ('x' in text and 4)
def apply_maxprots(path, maxprots):
mach = MachO.MachO(path)
header = mach.headers[0]
offset = ptypes.sizeof(header.mach_header)
for cload, ccmd, cdata in header.commands:
if not hasattr(ccmd, 'segname'):
break
if hasattr(ccmd.segname, 'to_str'):
segname = ccmd.segname.to_str().decode('utf-8').strip('\0')
else:
segname = ccmd.segname.decode('utf-8').strip('\0')
if segname in maxprots and ccmd.maxprot != maxprots[segname]:
fields = list(takewhile(lambda field: field[0] != 'maxprot', cload._fields_ + ccmd._fields_))
index = offset + sum(ptypes.sizeof(typ) for _, typ in fields)
with open(path, 'r+b') as fh:
fh.seek(index)
fh.write(bytes([maxprots[segname]]))
offset += cload.cmdsize
try:
subprocess.check_call(['/usr/bin/ld'] + sys.argv[1:])
except subprocess.CalledProcessError as ex:
sys.exit(ex.returncode)
output_file = 'a.out'
segprots = {'__TEXT': parse_rwx('rwx')} # maxprot = rwx
i = 1
while i < len(sys.argv):
if sys.argv[i] == '-o' and i + 1 < len(sys.argv):
output_file = sys.argv[i + 1]
i += 2
elif sys.argv[i] == '-segprot' and i + 3 < len(sys.argv):
segment = sys.argv[i + 1]
maxprot = sys.argv[i + 2]
segprots[segment] = parse_rwx(maxprot)
i += 4
else:
i += 1
apply_maxprots(output_file, segprots)

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version: '2.9.3'
prefix: '/opt/local'
variants:
select:
- aqua
- metal
deselect: x11
ports:
- name: clang-18
- name: llvm-18
- name: libsdl2
select: universal
- name: freetype
select: universal

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name: update-pr-artifacts
on:
workflow_run:
workflows: [validate-external, validate-internal]
types:
- completed
jobs:
update-pr-artifacts:
runs-on: ubuntu-latest
if: (github.event.workflow_run.event == 'pull_request' || github.event.workflow_run.event == 'pull_request_target') && github.event.workflow_run.conclusion == 'success'
name: Update PR Artifacts
steps:
- name: Get PR Number
id: pr-number
uses: actions/github-script@v6
with:
result-encoding: string
script: |
const { owner, repo } = context.repo;
const findPRNumber = async () => {
const pulls = await github.rest.pulls.list({ owner, repo });
for await (const { data } of github.paginate.iterator(pulls)) {
for (const pull of data) {
if (pull.head.sha === '${{ github.event.workflow_run.head_sha }}' && pull.user.id === ${{ github.event.sender.id }}) {
return pull.number;
}
}
}
return null;
};
const prNumber = await findPRNumber();
if (!prNumber) {
core.error(`No matching pull request found`);
} else {
return prNumber;
}
- name: Create Artifacts Content
id: artifacts-content
uses: actions/github-script@v6
with:
result-encoding: string
script: |
const artifacts = await github.rest.actions.listWorkflowRunArtifacts({
owner: context.repo.owner,
repo: context.repo.repo,
run_id: context.payload.workflow_run.id,
});
const nightlyLinks = artifacts.data.artifacts.reduce((acc, item) => {
acc += `- [${item.name}.zip](https://nightly.link/${context.repo.owner}/${context.repo.repo}/actions/artifacts/${item.id}.zip)\n`;
return acc;
}, '### Build Artifacts\n');
return nightlyLinks;
- name: Update PR Description
uses: garrettjoecox/pr-section@3.1.0
with:
section-name: 'artifacts'
repo-token: '${{ secrets.GITHUB_TOKEN }}'
pr-number: ${{ steps.pr-number.outputs.result }}
section-value: '${{ steps.artifacts-content.outputs.result }}'

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name: validate-external
on:
pull_request_target:
types: [opened, synchronize]
jobs:
authorize:
if: github.repository != github.event.pull_request.head.repo.full_name
environment:
${{ github.event_name == 'pull_request_target' &&
github.event.pull_request.head.repo.full_name != github.repository &&
'external' || 'internal' }}
runs-on: ubuntu-latest
steps:
- run: echo ✓
build:
needs: authorize
uses: ./.github/workflows/validate.yml
secrets:
ZRE_REPO_WITH_PAT: ${{ secrets.ZRE_REPO_WITH_PAT }}

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name: validate-internal
on:
push:
branches:
- dev
pull_request:
types: [opened, synchronize]
jobs:
build:
if: github.event_name == 'push' || github.repository == github.event.pull_request.head.repo.full_name
uses: ./.github/workflows/validate.yml
secrets: inherit

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name: validate
on:
workflow_call:
inputs:
SDL2_VERSION:
type: string
required: false
default: '2.30.3'
N64RECOMP_COMMIT:
type: string
required: false
default: '989a86b36912403cd323de884bf834f2605ea770'
DXC_CHECKSUM:
type: string
required: false
default: '4e6f4e52989aca69739880b40b9f988357f15d10ca03284377b81f1502463ff5'
secrets:
ZRE_REPO_WITH_PAT:
required: true
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
build-linux:
runs-on: ${{ format('blaze/compute/{0}-amd64', matrix.os) }}
container:
image: dcvz/n64recomp:ubuntu-18.04
volumes:
# create a volume that we'll use as the new source for the node binary
# https://github.com/actions/checkout/issues/1809
- /nodeoverride:/nodeoverride:rw,rshared
- /nodeoverride:/__e/node20:ro,rshared
strategy:
matrix:
type: [ Debug, Release ]
os: [ ubuntu-22.04 ]
name: ubuntu-18.04 (x64, ${{ matrix.type }})
steps:
- name: Copy the Node20 binary
run: |
cp -r /node20217/* /nodeoverride/
- name: Checkout
uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha || github.ref }}
submodules: recursive
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ matrix.os }}-z64re-ccache-${{ matrix.type }}-x64-${{ inputs.N64RECOMP_COMMIT }}
- name: Prepare Build
run: |-
git clone ${{ secrets.ZRE_REPO_WITH_PAT }}
unzip zre/files.zip > /dev/null 2>&1
- name: Build N64Recomp & RSPRecomp
run: |
git clone https://github.com/Mr-Wiseguy/N64Recomp.git --recurse-submodules N64RecompSource
cd N64RecompSource
git checkout ${{ inputs.N64RECOMP_COMMIT }}
git submodule update --init --recursive
# enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
# Build N64Recomp & RSPRecomp
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=g++-11 -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build
cmake --build cmake-build --config Release --target N64RecompCLI -j $(nproc)
cmake --build cmake-build --config Release --target RSPRecomp -j $(nproc)
# Copy N64Recomp & RSPRecomp to root directory
cp cmake-build/N64Recomp ..
cp cmake-build/RSPRecomp ..
- name: Run N64Recomp & RSPRecomp
run: |
./N64Recomp us.rev1.toml
./RSPRecomp aspMain.us.rev1.toml
./RSPRecomp njpgdspMain.us.rev1.toml
- name: Hotpatch DXC into RT64's contrib
run: |
# check if dxc was updated before we replace it, to detect changes
echo ${{ inputs.DXC_CHECKSUM }} ./lib/rt64/src/contrib/dxc/bin/x64/dxc-linux | sha256sum --status -c -
cp -v /usr/local/lib/libdxcompiler.so ./lib/rt64/src/contrib/dxc/lib/x64/libdxcompiler.so
cp -v /usr/local/bin/dxc ./lib/rt64/src/contrib/dxc/bin/x64/dxc-linux
- name: Build ZeldaRecomp
run: |-
# enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
cmake -DCMAKE_BUILD_TYPE=${{ matrix.type }} -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=clang++-17 -DCMAKE_C_COMPILER=clang-17 -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build -DPATCHES_C_COMPILER=clang-17 -DPATCHES_LD=ld.lld-17
cmake --build cmake-build --config ${{ matrix.type }} --target Zelda64Recompiled -j $(nproc)
- name: Prepare Archive
run: |
mv cmake-build/Zelda64Recompiled Zelda64Recompiled
rm -rf assets/scss
tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ gamecontrollerdb.txt
- name: Archive Zelda64Recomp
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-${{ runner.os }}-X64-${{ matrix.type }}
path: Zelda64Recompiled.tar.gz
- name: Build AppImage
run: |-
./.github/linux/appimage.sh
- name: Zelda64Recomp AppImage
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-AppImage-X64-${{ matrix.type }}
path: Zelda64Recompiled-*.AppImage
build-linux-arm64:
runs-on: ${{ format('blaze/compute/{0}', matrix.os) }}
strategy:
matrix:
type: [ Debug, Release ]
os: [ ubuntu-22.04 ]
name: ${{ matrix.os }} (arm64, ${{ matrix.type }})
steps:
- name: Checkout
uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha || github.ref }}
submodules: recursive
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ matrix.os }}-z64re-ccache-${{ matrix.type }}-arm64-${{ inputs.N64RECOMP_COMMIT }}
- name: Install Linux Dependencies
run: |
sudo apt-get update
sudo apt-get install -y ninja-build libsdl2-dev libgtk-3-dev lld llvm clang-15 libfuse2
# Install SDL2
echo ::group::install SDL2
# Enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
wget https://github.com/libsdl-org/SDL/releases/download/release-${{ inputs.SDL2_VERSION }}/SDL2-${{ inputs.SDL2_VERSION }}.tar.gz
tar -xzf SDL2-${{ inputs.SDL2_VERSION }}.tar.gz
cd SDL2-${{ inputs.SDL2_VERSION }}
./configure
make -j 10
sudo make install
sudo cp -av /usr/local/lib/libSDL* /lib/aarch64-linux-gnu/
echo ::endgroup::
- name: Prepare Build
run: |-
git clone ${{ secrets.ZRE_REPO_WITH_PAT }}
./zre/process.sh
cp ./zre/mm_shader_cache.bin ./shadercache/
- name: Build N64Recomp & RSPRecomp
run: |
git clone https://github.com/Mr-Wiseguy/N64Recomp.git --recurse-submodules N64RecompSource
cd N64RecompSource
git checkout ${{ inputs.N64RECOMP_COMMIT }}
git submodule update --init --recursive
# enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
# Build N64Recomp & RSPRecomp
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=g++-11 -DCMAKE_C_COMPILER=gcc-11 -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build
cmake --build cmake-build --config Release --target N64RecompCLI -j $(nproc)
cmake --build cmake-build --config Release --target RSPRecomp -j $(nproc)
# Copy N64Recomp & RSPRecomp to root directory
cp cmake-build/N64Recomp ..
cp cmake-build/RSPRecomp ..
- name: Run N64Recomp & RSPRecomp
run: |
./N64Recomp us.rev1.toml
./RSPRecomp aspMain.us.rev1.toml
./RSPRecomp njpgdspMain.us.rev1.toml
- name: Build ZeldaRecomp
run: |-
# enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
cmake -DCMAKE_BUILD_TYPE=${{ matrix.type }} -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=clang++-15 -DCMAKE_C_COMPILER=clang-15 -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build
cmake --build cmake-build --config ${{ matrix.type }} --target Zelda64Recompiled -j $(nproc)
- name: Prepare Archive
run: |
mv cmake-build/Zelda64Recompiled Zelda64Recompiled
rm -rf assets/scss
tar -czf Zelda64Recompiled.tar.gz Zelda64Recompiled assets/ gamecontrollerdb.txt
- name: Archive Zelda64Recomp
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-${{ runner.os }}-ARM64-${{ matrix.type }}
path: Zelda64Recompiled.tar.gz
- name: Prepare AppImage
run: ./.github/linux/appimage.sh
- name: Zelda64Recomp AppImage
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-AppImage-ARM64-${{ matrix.type }}
path: Zelda64Recompiled-*.AppImage
build-windows:
runs-on: windows-latest
strategy:
matrix:
type: [ Debug, RelWithDebInfo ]
name: windows (${{ matrix.type }})
steps:
- name: Checkout
uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha || github.ref }}
submodules: recursive
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-z64re-ccache-${{ matrix.type }}
- name: Install Windows Dependencies
run: |
choco install ninja
Remove-Item -Path "C:\ProgramData\Chocolatey\bin\ccache.exe" -Force -ErrorAction SilentlyContinue
- name: Download portable LLVM
run: |
$ProgressPreference = 'SilentlyContinue'
Invoke-WebRequest -Uri "https://github.com/llvm/llvm-project/releases/download/llvmorg-19.1.3/LLVM-19.1.3-Windows-X64.tar.xz" -OutFile "LLVM.tar.xz"
New-Item -ItemType Directory -Path portable-llvm > $null
7z x LLVM.tar.xz
7z x LLVM.tar -oportable-llvm
- name: Configure Developer Command Prompt
uses: ilammy/msvc-dev-cmd@v1
- name: Prepare Build
run: |-
git clone ${{ secrets.ZRE_REPO_WITH_PAT }}
./zre/process.ps1
cp ./zre/mm_shader_cache.bin ./shadercache/
- name: Build N64Recomp & RSPRecomp
run: |
git clone https://github.com/Mr-Wiseguy/N64Recomp.git --recurse-submodules N64RecompSource
cd N64RecompSource
git checkout ${{ inputs.N64RECOMP_COMMIT }}
git submodule update --init --recursive
# enable ccache
set $env:PATH="$env:USERPROFILE/.cargo/bin;$env:PATH"
$cpuCores = (Get-CimInstance -ClassName Win32_Processor).NumberOfLogicalProcessors
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build
cmake --build cmake-build --config Release --target N64RecompCLI -j $cpuCores
cmake --build cmake-build --config Release --target RSPRecomp -j $cpuCores
# Copy N64Recomp & RSPRecomp to root directory
cp cmake-build/N64Recomp.exe ..
cp cmake-build/RSPRecomp.exe ..
- name: Run N64Recomp & RSPRecomp
run: |
./N64Recomp.exe us.rev1.toml
./RSPRecomp.exe aspMain.us.rev1.toml
./RSPRecomp.exe njpgdspMain.us.rev1.toml
- name: Build ZeldaRecomp
run: |-
# enable ccache
set $env:PATH="$env:USERPROFILE/.cargo/bin;$env:PATH"
$cpuCores = (Get-CimInstance -ClassName Win32_Processor).NumberOfLogicalProcessors
# remove LLVM from PATH so it doesn't overshadow the one provided by VS
$env:PATH = ($env:PATH -split ';' | Where-Object { $_ -ne 'C:\Program Files\LLVM\bin' }) -join ';'
cmake -DCMAKE_BUILD_TYPE=${{ matrix.type }} -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_CXX_COMPILER=clang-cl -DCMAKE_C_COMPILER=clang-cl -DCMAKE_MAKE_PROGRAM=ninja -DPATCHES_C_COMPILER="..\portable-llvm\LLVM-19.1.3-Windows-X64\bin\clang" -DPATCHES_LD="..\portable-llvm\LLVM-19.1.3-Windows-X64\bin\ld.lld" -G Ninja -S . -B cmake-build -DCMAKE_CXX_FLAGS="-Xclang -fexceptions -Xclang -fcxx-exceptions"
cmake --build cmake-build --config ${{ matrix.type }} --target Zelda64Recompiled -j $cpuCores
env:
SDL2_VERSION: ${{ inputs.SDL2_VERSION }}
- name: Prepare Archive
run: |
Move-Item -Path "cmake-build/Zelda64Recompiled.exe" -Destination "Zelda64Recompiled.exe"
Move-Item -Path "cmake-build/dxcompiler.dll" -Destination "dxcompiler.dll"
Move-Item -Path "cmake-build/dxil.dll" -Destination "dxil.dll"
Move-Item -Path "cmake-build/SDL2.dll" -Destination "SDL2.dll"
Move-Item -Path "cmake-build/Zelda64Recompiled.pdb" -Destination "Zelda64Recompiled.pdb"
Remove-Item -Path "assets/scss" -Recurse -Force
- name: Archive Zelda64Recomp
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-${{ runner.os }}-${{ matrix.type }}
path: |
Zelda64Recompiled.exe
dxcompiler.dll
dxil.dll
SDL2.dll
assets/
gamecontrollerdb.txt
- name: Archive Debug Files
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-PDB-${{ matrix.type }}
path: |
Zelda64Recompiled.pdb
build-macos:
runs-on: blaze/macos-14
strategy:
matrix:
type: [ Debug, Release ]
name: macos (x64, arm64, ${{ matrix.type }})
steps:
- name: Checkout
uses: actions/checkout@v4
with:
ref: ${{ github.event.pull_request.head.sha || github.ref }}
submodules: recursive
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2
with:
key: ${{ runner.os }}-z64re-ccache-${{ matrix.type }}
- name: Homebrew Setup
run: |
brew install ninja
brew uninstall --ignore-dependencies libpng freetype
- name: MacPorts Setup
uses: melusina-org/setup-macports@v1
id: 'macports'
with:
parameters: '.github/macos/macports.yaml'
- name: Prepare Build
run: |-
git clone ${{ secrets.ZRE_REPO_WITH_PAT }}
./zre/process.sh
cp ./zre/mm_shader_cache.bin ./shadercache/
- name: Build N64Recomp & RSPRecomp
run: |
git clone https://github.com/Mr-Wiseguy/N64Recomp.git --recurse-submodules N64RecompSource
cd N64RecompSource
git checkout ${{ inputs.N64RECOMP_COMMIT }}
git submodule update --init --recursive
# enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
# Build N64Recomp & RSPRecomp
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build
cmake --build cmake-build --config Release --target N64Recomp -j $(sysctl -n hw.ncpu)
cmake --build cmake-build --config Release --target RSPRecomp -j $(sysctl -n hw.ncpu)
# Copy N64Recomp & RSPRecomp to root directory
cp cmake-build/N64Recomp ..
cp cmake-build/RSPRecomp ..
- name: Run N64Recomp & RSPRecomp
run: |
./N64Recomp us.rev1.toml
./RSPRecomp aspMain.us.rev1.toml
./RSPRecomp njpgdspMain.us.rev1.toml
- name: Build ZeldaRecomp
run: |-
# enable ccache
export PATH="/usr/lib/ccache:/usr/local/opt/ccache/libexec:$PATH"
cmake -DCMAKE_BUILD_TYPE=${{ matrix.type }} -DCMAKE_CXX_COMPILER_LAUNCHER=ccache -DCMAKE_C_COMPILER_LAUNCHER=ccache -DCMAKE_MAKE_PROGRAM=ninja -G Ninja -S . -B cmake-build \
-DPATCHES_LD=/opt/local/bin/ld.lld-mp-18 -DCMAKE_AR=/opt/local/bin/llvm-ar-mp-18 -DPATCHES_C_COMPILER=/opt/local/bin/clang-mp-18 \
-DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
cmake --build cmake-build --config ${{ matrix.type }} --target Zelda64Recompiled -j $(sysctl -n hw.ncpu)
- name: Prepare Archive
run: |
mv cmake-build/Zelda64Recompiled.app Zelda64Recompiled.app
zip -r -y Zelda64Recompiled.zip Zelda64Recompiled.app
- name: Archive Zelda64Recomp
uses: actions/upload-artifact@v4
with:
name: Zelda64Recompiled-${{ runner.os }}-${{ matrix.type }}
path: Zelda64Recompiled.zip

13
.gitignore vendored
View File

@ -1,6 +1,8 @@
# VSCode file settings
.vscode/settings.json
.vscode/c_cpp_properties.json
.vscode/launch.json
.vscode/tasks.json
# Input elf and rom files
*.elf
@ -56,3 +58,14 @@ node_modules/
# Recompiler Linux binary
N64Recomp
RSPRecomp
.DS_Store
# Controller mappings file
gamecontrollerdb.txt
# Cmake build directory
.cache
.idea
build-*
cmake-build-*

6
.gitmodules vendored
View File

@ -13,3 +13,9 @@
[submodule "lib/lunasvg"]
path = lib/lunasvg
url = https://github.com/sammycage/lunasvg
[submodule "lib/N64ModernRuntime"]
path = lib/N64ModernRuntime
url = https://github.com/N64Recomp/N64ModernRuntime.git
[submodule "Zelda64RecompSyms"]
path = Zelda64RecompSyms
url = https://github.com/Zelda64Recomp/Zelda64RecompSyms

77
BUILDING.md Normal file
View File

@ -0,0 +1,77 @@
# Building Guide
This guide will help you build the project on your local machine. The process will require you to provide a decompressed ROM of the US version of the game.
These steps cover: decompressing the ROM, running the recompiler and finally building the project.
## 1. Clone the Zelda64Recomp Repository
This project makes use of submodules so you will need to clone the repository with the `--recurse-submodules` flag.
```bash
git clone --recurse-submodules
# if you forgot to clone with --recurse-submodules
# cd /path/to/cloned/repo && git submodule update --init --recursive
```
## 2. Install Dependencies
### Linux
For Linux the instructions for Ubuntu are provided, but you can find the equivalent packages for your preferred distro.
```bash
# For Ubuntu, simply run:
sudo apt-get install cmake ninja-build libsdl2-dev libgtk-3-dev lld llvm clang
```
### Windows
You will need to install [Visual Studio 2022](https://visualstudio.microsoft.com/downloads/).
In the setup process you'll need to select the following options and tools for installation:
- Desktop development with C++
- C++ Clang Compiler for Windows
- C++ CMake tools for Windows
The other tool necessary will be `make` which can be installe via [Chocolatey](https://chocolatey.org/):
```bash
choco install make
```
## 3. Decompressing the target ROM
You will need to decompress the NTSC-U N64 Majora's Mask ROM (sha1: d6133ace5afaa0882cf214cf88daba39e266c078) before running the recompiler.
There are a few tools that can do it:
* This python script from the Majora's Mask decompilation project: https://github.com/zeldaret/mm/blob/main/tools/decompress_baserom.py
* https://github.com/z64tools/z64decompress
Regardless of which method you use, copy the decompressed ROM to the root of the Zelda64Recomp repository with this filename:
- `mm.us.rev1.rom_uncompressed.z64`
## 4. Generating the C code
Now that you have the required files, you must build [N64Recomp](https://github.com/Mr-Wiseguy/N64Recomp) and run it to generate the C code to be compiled. The building instructions can be found [here](https://github.com/Mr-Wiseguy/N64Recomp?tab=readme-ov-file#building). That will build the executables: `N64Recomp` and `RSPRecomp` which you should copy to the root of the Zelda64Recomp repository.
After that, go back to the repository root, and run the following commands:
```bash
./N64Recomp us.rev1.toml
./RSPRecomp aspMain.us.rev1.toml
./RSPRecomp njpgdspMain.us.rev1.toml
```
## 5. Building the Project
Finally, you can build the project! :rocket:
On Windows, you can open the repository folder with Visual Studio, and you'll be able to `[build / run / debug]` the project from there.
If you prefer the command line or you're on a Unix platform you can build the project using CMake:
```bash
cmake -S . -B build-cmake -DCMAKE_CXX_COMPILER=clang++ -DCMAKE_C_COMPILER=clang -G Ninja -DCMAKE_BUILD_TYPE=Release # or Debug if you want to debug
cmake --build build-cmake --target Zelda64Recompiled -j$(nproc) --config Release # or Debug
```
## 6. Success
Voilà! You should now have a `Zelda64Recompiled` executable in the build directory! If you used Visual Studio this will be `out/build/x64-[Configuration]` and if you used the provided CMake commands then this will be `build-cmake`. You will need to run the executable out of the root folder of this project or copy the assets folder to the build folder to run it.
> [!IMPORTANT]
> In the game itself, you should be using a standard ROM, not the decompressed one.

View File

@ -1,22 +1,34 @@
cmake_minimum_required(VERSION 3.20)
project(Zelda64Recompiled)
if (APPLE)
set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0" CACHE STRING "Minimum OS X deployment version")
endif()
project(Zelda64Recompiled LANGUAGES C CXX)
set(CMAKE_C_STANDARD 17)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# set(CMAKE_CXX_VISIBILITY_PRESET hidden)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-everything -Wall -Wextra")
if (CMAKE_CXX_COMPILER_ID STREQUAL "Clang" AND CMAKE_CXX_SIMULATE_ID STREQUAL "MSVC")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-everything /W4")
endif()
# Opt out of constexpr mutex constructor on windows to prevent vcredist issues
if (WIN32)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR")
endif()
if (APPLE)
enable_language(OBJC OBJCXX)
endif()
# Avoid warning about DOWNLOAD_EXTRACT_TIMESTAMP in CMake 3.24:
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
cmake_policy(SET CMP0135 NEW)
endif()
if(UNIX AND NOT APPLE)
set(LINUX TRUE)
endif()
set (CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set (CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
@ -25,6 +37,7 @@ if (WIN32)
endif()
set(RT64_STATIC TRUE)
set(RT64_SDL_WINDOW_VULKAN TRUE)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/rt64 ${CMAKE_BINARY_DIR}/rt64)
# set(BUILD_SHARED_LIBS_SAVED "${BUILD_SHARED_LIBS}")
@ -33,8 +46,11 @@ SET(LUNASVG_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/lunasvg)
# set(BUILD_SHARED_LIBS "${BUILD_SHARED_LIBS_SAVED}")
SET(ENABLE_SVG_PLUGIN ON CACHE BOOL "" FORCE)
SET(RMLUI_TESTS_ENABLED OFF CACHE BOOL "" FORCE)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/RmlUi)
add_subdirectory(${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime)
target_include_directories(rt64 PRIVATE ${CMAKE_BINARY_DIR}/rt64/src)
# RecompiledFuncs - Library containing the primary recompiler output
@ -43,10 +59,15 @@ add_library(RecompiledFuncs STATIC)
target_compile_options(RecompiledFuncs PRIVATE
# -Wno-unused-but-set-variable
-fno-strict-aliasing
-Wno-unused-variable
-Wno-implicit-function-declaration
)
target_include_directories(RecompiledFuncs PRIVATE
${CMAKE_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/ultramodern/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/librecomp/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/N64Recomp/include
)
file(GLOB FUNC_C_SOURCES ${CMAKE_SOURCE_DIR}/RecompiledFuncs/*.c)
@ -60,10 +81,15 @@ add_library(PatchesLib STATIC)
target_compile_options(PatchesLib PRIVATE
# -Wno-unused-but-set-variable
-fno-strict-aliasing
-Wno-unused-variable
-Wno-implicit-function-declaration
)
target_include_directories(PatchesLib PRIVATE
${CMAKE_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/ultramodern/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/librecomp/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/N64Recomp/include
)
target_sources(PatchesLib PRIVATE
@ -74,72 +100,59 @@ target_sources(PatchesLib PRIVATE
set_source_files_properties(${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c PROPERTIES COMPILE_FLAGS -fno-strict-aliasing)
# Build patches elf
add_custom_command(OUTPUT ${CMAKE_SOURCE_DIR}/patches/patches.bin
COMMAND make
if(NOT DEFINED PATCHES_C_COMPILER)
set(PATCHES_C_COMPILER clang)
endif()
if(NOT DEFINED PATCHES_LD)
set(PATCHES_LD ld.lld)
endif()
add_custom_target(PatchesBin
COMMAND ${CMAKE_COMMAND} -E env CC=${PATCHES_C_COMPILER} LD=${PATCHES_LD} make
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/patches
BYPRODUCTS ${CMAKE_SOURCE_DIR}/patches/patches.bin}
BYPRODUCTS ${CMAKE_SOURCE_DIR}/patches/patches.elf
)
# Generate patches_bin.c from patches.bin
add_custom_command(OUTPUT ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c
COMMAND file_to_c ${CMAKE_SOURCE_DIR}/patches/patches.bin mm_patches_bin ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.h
COMMAND file_to_c ${CMAKE_SOURCE_DIR}/patches/patches.bin mm_patches_bin ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.c ${CMAKE_SOURCE_DIR}/RecompiledPatches/patches_bin.h
DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.bin
)
# Generate mm_shader_cache.c from the MM shader cache
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.c ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.h
COMMAND file_to_c ${CMAKE_SOURCE_DIR}/shadercache/mm_shader_cache.bin mm_shader_cache_bytes ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.c ${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.h
DEPENDS ${CMAKE_SOURCE_DIR}/shadercache/mm_shader_cache.bin
)
# Recompile patches elf into patches.c
# Recompile patches elf into patches.c and patches.bin
add_custom_command(OUTPUT
${CMAKE_SOURCE_DIR}/patches/patches.bin
${CMAKE_SOURCE_DIR}/RecompiledPatches/patches.c
${CMAKE_SOURCE_DIR}/RecompiledPatches/recomp_overlays.inl
${CMAKE_SOURCE_DIR}/RecompiledPatches/funcs.h
${CMAKE_SOURCE_DIR}/src/recomp/patch_loading.cpp
COMMAND ./N64Recomp patches.toml && ${CMAKE_COMMAND} -E touch ${CMAKE_SOURCE_DIR}/src/recomp/patch_loading.cpp
# TODO: Look into why modifying patches requires two builds to take
COMMAND ./N64Recomp patches.toml
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.bin
DEPENDS ${CMAKE_SOURCE_DIR}/patches/patches.elf
)
# Download controller db file for controller support via SDL2
set(GAMECONTROLLERDB_COMMIT "b1e4090b3d4266e55feb0793efa35792e05faf66")
set(GAMECONTROLLERDB_URL "https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/${GAMECONTROLLERDB_COMMIT}/gamecontrollerdb.txt")
file(DOWNLOAD ${GAMECONTROLLERDB_URL} ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt
TLS_VERIFY ON)
add_custom_target(DownloadGameControllerDB
DEPENDS ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt)
# Main executable
add_executable(Zelda64Recompiled)
add_dependencies(Zelda64Recompiled DownloadGameControllerDB)
set (SOURCES
${CMAKE_SOURCE_DIR}/ultramodern/audio.cpp
${CMAKE_SOURCE_DIR}/ultramodern/events.cpp
${CMAKE_SOURCE_DIR}/ultramodern/mesgqueue.cpp
${CMAKE_SOURCE_DIR}/ultramodern/misc_ultra.cpp
${CMAKE_SOURCE_DIR}/ultramodern/port_main.c
${CMAKE_SOURCE_DIR}/ultramodern/scheduling.cpp
${CMAKE_SOURCE_DIR}/ultramodern/threadqueue.cpp
${CMAKE_SOURCE_DIR}/ultramodern/task_win32.cpp
${CMAKE_SOURCE_DIR}/ultramodern/threads.cpp
${CMAKE_SOURCE_DIR}/ultramodern/timer.cpp
${CMAKE_SOURCE_DIR}/ultramodern/ultrainit.cpp
${CMAKE_SOURCE_DIR}/ultramodern/rt64_layer.cpp
${CMAKE_SOURCE_DIR}/src/recomp/ai.cpp
${CMAKE_SOURCE_DIR}/src/recomp/cont.cpp
${CMAKE_SOURCE_DIR}/src/recomp/dp.cpp
${CMAKE_SOURCE_DIR}/src/recomp/eep.cpp
${CMAKE_SOURCE_DIR}/src/recomp/euc-jp.cpp
${CMAKE_SOURCE_DIR}/src/recomp/flash.cpp
${CMAKE_SOURCE_DIR}/src/recomp/math_routines.cpp
${CMAKE_SOURCE_DIR}/src/recomp/overlays.cpp
${CMAKE_SOURCE_DIR}/src/recomp/patch_loading.cpp
${CMAKE_SOURCE_DIR}/src/recomp/pak.cpp
${CMAKE_SOURCE_DIR}/src/recomp/pi.cpp
${CMAKE_SOURCE_DIR}/src/recomp/ultra_stubs.cpp
${CMAKE_SOURCE_DIR}/src/recomp/ultra_translation.cpp
${CMAKE_SOURCE_DIR}/src/recomp/print.cpp
${CMAKE_SOURCE_DIR}/src/recomp/recomp.cpp
${CMAKE_SOURCE_DIR}/src/recomp/sp.cpp
${CMAKE_SOURCE_DIR}/src/recomp/vi.cpp
${CMAKE_SOURCE_DIR}/src/main/main.cpp
${CMAKE_SOURCE_DIR}/src/main/support.cpp
${CMAKE_SOURCE_DIR}/src/main/register_overlays.cpp
${CMAKE_SOURCE_DIR}/src/main/register_patches.cpp
${CMAKE_SOURCE_DIR}/src/main/rt64_render_context.cpp
${CMAKE_SOURCE_DIR}/src/game/input.cpp
${CMAKE_SOURCE_DIR}/src/game/controls.cpp
${CMAKE_SOURCE_DIR}/src/game/config.cpp
@ -147,6 +160,7 @@ set (SOURCES
${CMAKE_SOURCE_DIR}/src/game/debug.cpp
${CMAKE_SOURCE_DIR}/src/game/quicksaving.cpp
${CMAKE_SOURCE_DIR}/src/game/recomp_api.cpp
${CMAKE_SOURCE_DIR}/src/game/rom_decompression.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_renderer.cpp
${CMAKE_SOURCE_DIR}/src/ui/ui_launcher.cpp
@ -158,12 +172,15 @@ set (SOURCES
${CMAKE_SOURCE_DIR}/rsp/njpgdspMain.cpp
${CMAKE_SOURCE_DIR}/lib/RmlUi/Backends/RmlUi_Platform_SDL.cpp
${CMAKE_CURRENT_BINARY_DIR}/mm_shader_cache.c
)
if (APPLE)
list(APPEND SOURCES ${CMAKE_SOURCE_DIR}/src/main/support_apple.mm)
endif()
target_include_directories(Zelda64Recompiled PRIVATE
${CMAKE_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/lib/N64ModernRuntime/N64Recomp/include
${CMAKE_SOURCE_DIR}/lib/concurrentqueue
${CMAKE_SOURCE_DIR}/lib/GamepadMotionHelpers
${CMAKE_SOURCE_DIR}/lib/RmlUi/Include
@ -180,19 +197,43 @@ target_include_directories(Zelda64Recompiled PRIVATE
${CMAKE_CURRENT_BINARY_DIR}
)
target_compile_options(Zelda64Recompiled PRIVATE
-march=nehalem
-fno-strict-aliasing
-fms-extensions
)
if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
target_compile_options(Zelda64Recompiled PRIVATE
-march=nehalem
-fno-strict-aliasing
-fms-extensions
)
else()
target_compile_options(Zelda64Recompiled PRIVATE
-fno-strict-aliasing
-fms-extensions
)
endif()
if (MSVC)
# Disable identical code folding, since this breaks mod function patching as multiple functions can get merged into one.
target_link_options(Zelda64Recompiled PRIVATE /OPT:NOICF)
elseif (APPLE)
# Use a wrapper around ld64 that respects segprot's `max_prot` value in order
# to make our executable memory writable (required for mod function patching)
target_link_options(Zelda64Recompiled PRIVATE
"-fuse-ld=${CMAKE_SOURCE_DIR}/.github/macos/ld64"
)
endif()
if (WIN32)
include(FetchContent)
if (DEFINED ENV{SDL2_VERSION})
set(SDL2_VERSION $ENV{SDL2_VERSION})
else()
set(SDL2_VERSION "2.30.3")
endif()
# Fetch SDL2 on windows
FetchContent_Declare(
sdl2
URL https://github.com/libsdl-org/SDL/releases/download/release-2.28.5/SDL2-devel-2.28.5-VC.zip
URL_HASH MD5=d8173db078e54040c666f411c5a6afff
URL https://github.com/libsdl-org/SDL/releases/download/release-${SDL2_VERSION}/SDL2-devel-${SDL2_VERSION}-VC.zip
)
FetchContent_MakeAvailable(sdl2)
target_include_directories(Zelda64Recompiled PRIVATE
@ -209,7 +250,7 @@ if (WIN32)
"${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxil.dll"
"${CMAKE_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxcompiler.dll"
$<TARGET_FILE_DIR:Zelda64Recompiled>)
set_target_properties(
Zelda64Recompiled
PROPERTIES
@ -220,15 +261,31 @@ if (WIN32)
)
target_sources(Zelda64Recompiled PRIVATE ${CMAKE_SOURCE_DIR}/icons/app.rc)
target_link_libraries(Zelda64Recompiled PRIVATE SDL2)
endif()
if (LINUX)
if (APPLE)
find_package(SDL2 REQUIRED)
target_include_directories(Zelda64Recompiled PRIVATE ${SDL2_INCLUDE_DIRS})
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
set(THREADS_PREFER_PTHREAD_FLAG TRUE)
find_package(Threads REQUIRED)
target_link_libraries(Zelda64Recompiled PRIVATE ${CMAKE_DL_LIBS} Threads::Threads SDL2::SDL2)
include(${CMAKE_SOURCE_DIR}/.github/macos/apple_bundle.cmake)
endif()
if (CMAKE_SYSTEM_NAME MATCHES "Linux")
find_package(SDL2 REQUIRED)
find_package(X11 REQUIRED)
add_compile_definitions("RT64_SDL_WINDOW_VULKAN")
# Generate icon_bytes.c from the app icon PNG.
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.h
COMMAND file_to_c ${CMAKE_SOURCE_DIR}/icons/512.png icon_bytes ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.h
COMMAND file_to_c ${CMAKE_SOURCE_DIR}/icons/512.png icon_bytes ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.h
DEPENDS ${CMAKE_SOURCE_DIR}/icons/512.png
)
target_sources(Zelda64Recompiled PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/icon_bytes.c)
@ -253,19 +310,20 @@ if (LINUX)
message(STATUS "FREETYPE_LIBRARIES = ${FREETYPE_LIBRARIES}")
include_directories(${FREETYPE_LIBRARIES})
target_link_libraries(Zelda64Recompiled PRIVATE ${FREETYPE_LIBRARIES})
target_link_libraries(Zelda64Recompiled PRIVATE ${FREETYPE_LIBRARIES} SDL2::SDL2)
set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
set(THREADS_PREFER_PTHREAD_FLAG TRUE)
find_package(Threads REQUIRED)
target_link_libraries(Zelda64Recompiled PRIVATE "-latomic -static-libstdc++" ${CMAKE_DL_LIBS} Threads::Threads)
endif()
target_link_libraries(Zelda64Recompiled PRIVATE
PatchesLib
RecompiledFuncs
SDL2
librecomp
ultramodern
rt64
RmlCore
RmlDebugger
@ -288,13 +346,26 @@ if (${WIN32})
set (DXC "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc.exe")
add_compile_definitions(NOMINMAX)
else()
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc")
if (APPLE)
# Apple's binary is universal, so it'll work on both x86_64 and arm64
set (DXC "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-macos")
if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
set(SPIRVCROSS "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/spirv-cross/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64//src/contrib/spirv-cross/bin/x64/spirv-cross")
else()
set(SPIRVCROSS "DYLD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/spirv-cross/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64//src/contrib/spirv-cross/bin/x64/spirv-cross")
endif()
else()
if(CMAKE_SIZEOF_VOID_P EQUAL 8 AND CMAKE_SYSTEM_PROCESSOR MATCHES "x86_64|amd64|AMD64")
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/x64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/x64/dxc-linux")
else()
set (DXC "LD_LIBRARY_PATH=${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/lib/arm64" "${PROJECT_SOURCE_DIR}/lib/rt64/src/contrib/dxc/bin/arm64/dxc-linux")
endif()
endif()
endif()
build_vertex_shader(Zelda64Recompiled "shaders/InterfaceVS.hlsl" "shaders/InterfaceVS.hlsl")
build_pixel_shader (Zelda64Recompiled "shaders/InterfacePS.hlsl" "shaders/InterfacePS.hlsl")
build_pixel_shader(Zelda64Recompiled "shaders/InterfacePS.hlsl" "shaders/InterfacePS.hlsl")
target_sources(Zelda64Recompiled PRIVATE ${SOURCES})
set_property(TARGET Zelda64Recompiled PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}")

674
COPYING Normal file
View File

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

150
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@ -0,0 +1,150 @@
# Zelda 64: Recompiled
Zelda 64: Recompiled is a project that uses [N64: Recompiled](https://github.com/Mr-Wiseguy/N64Recomp) to **statically recompile** Majora's Mask (and soon Ocarina of Time) into a native port with many new features and enhancements. This project uses [RT64](https://github.com/rt64/rt64) as the rendering engine to provide some of these enhancements.
### [Check out the latest release here](https://github.com/Mr-Wiseguy/Zelda64Recomp/releases/latest).
### **This repository and its releases do not contain game assets. The original game is required to build or run this project.**
<div align="left" valign="middle">
<a href="https://runblaze.dev">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="https://www.runblaze.dev/logo_dark.png">
<img align="right" src="https://www.runblaze.dev/logo_light.png" height="102px"/>
</picture>
</a>
<br style="display: none;"/>
_Special thanks to [Blaze](https://runblaze.dev) for their support of this project. They provide high-performance Linux (AMD64 & ARM64) and Apple Silicon macOS runners for GitHub Actions, greatly reducing our automated build times._
</div>
## Table of Contents
* [System Requirements](#system-requirements)
* [Features](#features)
* [Plug and Play](#plug-and-play)
* [Fully Intact N64 Effects](#fully-intact-n64-effects)
* [Easy-to-Use Menus](#easy-to-use-menus)
* [High Framerate Support](#high-framerate-support)
* [Widescreen and Ultrawide Support](#widescreen-and-ultrawide-support)
* [Dual Analog Camera](#dual-analog-camera)
* [Gyro Aim](#gyro-aim)
* [Additional Control Options](#additional-control-options)
* [Autosaving](#autosaving)
* [Low Input Lag](#low-input-lag)
* [Instant Load Times](#instant-load-times)
* [Linux and Steam Deck Support](#linux-and-steam-deck-support)
* [Planned Features](#planned-features)
* [FAQ](#faq)
* [Known Issues](#known-issues)
* [Building](#building)
* [Libraries Used and Projects Referenced](#libraries-used-and-projects-referenced)
## System Requirements
A GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2 is required to run this project. The oldest GPUs that should be supported for each vendor are:
* GeForce GT 630
* Radeon HD 7750 (the one from 2012, not to be confused with the RX 7000 series) and newer
* Intel HD 510 (Skylake)
A CPU supporting the AVX instruction set is also required (Intel Core 2000 series or AMD Bulldozer and newer).
If you have issues with crashes on startup, make sure your graphics drivers are fully up to date.
## Features
#### Plug and Play
Simply provide your copy of the North American version of the game in the main menu and start playing! This project will automatically load assets from the provided copy, so there is no need to go through a separate extraction step or build the game yourself. Other versions of the game may be supported in the future.
#### Fully Intact N64 Effects
A lot of care was put into RT64 to make sure all graphical effects were rendered exactly as they did originally on the N64. No workarounds or "hacks" were made to replicate these effects, with the only modifications to them being made for enhancement purposes such as widescreen support. This includes framebuffer effects like the grayscale cutscenes and the Deku bubble projectile, depth effects like the lens of truth, decals such as shadows or impact textures, accurate lighting, shading effects like the fire arrows and bomb explosions, and various textures that are often rendered incorrectly.
#### Easy-to-Use Menus
Gameplay settings, graphics settings, input mappings, and audio settings can all be configured with the in-game config menu. The menus can all be used with mouse, controller, or keyboard for maximum convenience.
#### High Framerate Support
Play at any framerate you want thanks to functionality provided by RT64! Game objects and terrain, texture scrolling, screen effects, and most HUD elements are all rendered at high framerates. By default, this project is configured to run at your monitor's refresh rate. You can also play at the original framerate of the game if you prefer. **Changing framerate has no effect on gameplay.**
**Note**: External framerate limiters (such as the NVIDIA Control Panel) are known to potentially cause problems, so if you notice any stuttering then turn them off and use the manual framerate slider in the in-game graphics menu instead.
#### Widescreen and Ultrawide Support
Any aspect ratio is supported, with most effects modded to work correctly in widescreen. The HUD can also be positioned at 16:9 when using ultrawide aspect ratios if preferred.
**Note**: Some animation quirks can be seen at the edges of the screen in certain cutscenes when using very wide aspect ratios.
#### Dual Analog Camera
Play with a dual analog control layout like later entries in the series! When this option is enabled, the right stick will control the camera. You can still have the C-Buttons mapped to the right stick if you so wish, so long as you also map them to other buttons on the controller. The right stick C-button inputs will be "silenced", except when you take out the ocarina, so you can still play the ocarina with the right stick.
#### Gyro Aim
When playing with a supported controller, first-person items such as the bow can be aimed with your controller's gyro sensor. This includes (but is not limited to) controllers such as the Dualshock 4, Dualsense, Switch Pro, and most third party Switch controllers (such as the 8BitDo Pro 2 in Switch mode).
**Note**: Gamepad mappers such as BetterJoy or DS4Windows may intercept gyro data and prevent the game from receiving it. Most controllers are natively supported, so turning gamepad mappers off is recommended if you want to use gyro.
#### Additional Control Options
Customize your experience by setting your stick deadzone to your liking, as well as adjusting the X and Y axis inversion for both aiming and the optional dual analog camera.
#### Autosaving
Never worry about losing progress if your power goes out thanks to autosaving! The autosave system is designed to respect Majora's Mask's original save system and maintain the intention of owl saves by triggering automatically and replacing the previous autosave or owl save. However, if you'd still rather play with the untouched save system, simply turn off autosaving in the ingame menu.
#### Low Input Lag
This project has been optimized to have as little input lag as possible, making the game feel more responsive than ever!
#### Instant Load Times
Saving and loading files, going from place to place, and pausing all happen in the blink of an eye thanks to the game running natively on modern hardware.
#### Linux and Steam Deck Support
A Linux binary is available for playing on most up-to-date distros, including on the Steam Deck.
To play on Steam Deck, extract the Linux build onto your deck. Then, in desktop mode, right click the Zelda64Recompiled executable file and select "Add to Steam". From there, you can return to Gaming mode and configure the controls as needed. See the [Steam Deck gyro aim FAQ section](#how-do-i-set-up-gyro-aiming-on-steam-deck) for more detailed instructions.
## Planned Features
* Ocarina of Time support
* Mod support and Randomizer
* Texture Packs
* Model Replacements
* Ray Tracing (via RT64)
* Multi-language support with support for loading custom translations
## FAQ
#### What is static recompilation?
Static recompilation is the process of automatically translating an application from one platform to another. For more details, check out the full description of how this project's recompilation works here: [N64: Recompiled](https://github.com/Mr-Wiseguy/N64Recomp).
#### How is this related to the decompilation project?
Unlike N64 ports in the past, this project is not based on the source code provided by a decompilation of the game. This is because static recompilation bypasses the need for decompiled source code when making a port, allowing ports to be made **without source code**. However, the reverse engineering work done by the decompilation team was invaluable for providing some of the enhancements featured in this project. For this reason, the project uses headers and some functions from the decompilation project in order to make modifications to the game. Many thanks to the decompilation team for all of the hard work they've done.
#### How do I set up gyro aiming on Steam Deck?
This project provides mouse aiming as a way to allow using gyro on Steam Deck, as the Steam Deck's gyro sensors cannot be read directly. First, launch the game in Gaming Mode, press the Steam button and go to "Controller Settings". Choose "Controller Settings" again in the menu that follows, and then set "Gyro Behavior" to "As Mouse".
![Controller Settings menu](docs/deck_gyro_1.jpg)
You'll probably also want to change the default behavior so that you don't need to be touching the right stick to allow gyro input. To do so, click on the Gear icon to the right of "Gyro Behavior" and ensure that "Gyro Activation Buttons" is set to "None Selected (Gyro Always On)." If this isn't the case, then select that option and then press "Select None" in the following menu.
#### Where is the savefile stored?
- Windows: `%LOCALAPPDATA%\Zelda64Recompiled\saves`
- Linux: `~/.config/Zelda64Recompiled/saves`
- macOS: `~/Library/Application Support/Zelda64Recompiled/saves`
#### How do I choose a different ROM?
**You don't.** This project is **only** a port of Majora's Mask (and Ocarina of Time in the future), and it will only accept one specific ROM: the US version of the N64 release of Majora's Mask. ROMs in formats other than .z64 will be automatically converted, as long as it is the correct ROM. **It is not an emulator and it cannot run any arbitrary ROM.**
If you want to play a modded ROM or in another language, note that support for modding and other languages will be added to the project itself in the future and will not rely on you supplying a different ROM.
## Known Issues
* Intel GPUs on Linux may not currently work. If you have experience with Vulkan development on Linux, help here would be greatly appreciated!
* The prebuilt Linux binary may not work correctly on some distributions of Linux. If you encounter such an issue, building the project locally yourself is recommended. A Flatpak or AppImage may be provided in the future to solve this issue. Adding the Linux version to Steam and setting "Steam Linux Runtime" as the compatibility tool or launching it via Gamescope may work around the issue. Alternatively, running the Windows version with Proton is known to work well and may also work around this issue.
* Overlays such as MSI Afterburner and other software such as Wallpaper Engine can cause performance issues with this project that prevent the game from rendering correctly. Disabling such software is recommended.
## Building
Building is not required to play this project, as prebuilt binaries (which do not contain game assets) can be found in the [Releases](https://github.com/Mr-Wiseguy/Zelda64Recomp/releases) section. Instructions on how to build this project can be found in the [BUILDING.md](BUILDING.md) file.
## Libraries Used and Projects Referenced
* [RT64](https://github.com/rt64/rt64) for the project's rendering engine
* [RmlUi](https://github.com/mikke89/RmlUi) for building the menus and launcher
* [lunasvg](https://github.com/sammycage/lunasvg) for SVG rendering, used by RmlUi
* [FreeType](https://freetype.org/) for font rendering, used by RmlUi
* [moodycamel::ConcurrentQueue](https://github.com/cameron314/concurrentqueue) for semaphores and fast, lock-free MPMC queues
* [Gamepad Motion Helpers](https://github.com/JibbSmart/GamepadMotionHelpers) for sensor fusion and calibration algorithms to implement gyro aiming
* [Majora's Mask Decompilation](https://github.com/zeldaret/mm) for headers and some function definitions, used for making patches or some enhancements
* [Ares emulator](https://github.com/ares-emulator/ares) for RSP vector instruction reference implementations, used in RSP recompilation
Special thanks to [thecozies](https://github.com/thecozies) for designing and helping implement the launcher and config menus!

1
Zelda64RecompSyms Submodule

@ -0,0 +1 @@
Subproject commit a325f8fa5c48c925616bd43685ef14bbabc29537

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@ -0,0 +1,11 @@
text_offset = 0xC40FF0
text_size = 0x1000
text_address = 0x04001000
rom_file_path = "mm.us.rev1.rom_uncompressed.z64"
output_file_path = "rsp/aspMain.cpp"
output_function_name = "aspMain"
extra_indirect_branch_targets = [
0x1F80, 0x1250, 0x1154, 0x1094, 0x1E0C, 0x1514, 0x1E7C, 0x1C90,
0x1180, 0x1808, 0x11E8, 0x1ADC, 0x1B6C, 0x1194, 0x1EF8, 0x1240,
0x17C0, 0x186C, 0x1A58, 0x18BC, 0x1ABC, 0x1ACC, 0x1A80, 0x1BD4
]

View File

@ -41,6 +41,7 @@
data-for="input_bindings, i : inputs.array"
data-event-mouseover="set_input_row_focus(i)"
data-class-control-option--active="get_input_enum_name(i)==cur_input_row"
data-if="!input_device_is_keyboard || (get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU' && get_input_enum_name(i) != 'APPLY_MENU')"
>
<label
class="control-option__label"
@ -66,6 +67,7 @@
</button>
</div>
<button
data-if="get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU'"
data-event-blur="set_input_row_focus(-1)"
data-event-focus="set_input_row_focus(i)"
data-event-click="clear_input_bindings(i)"
@ -74,6 +76,16 @@
>
<svg src="icons/Trash.svg" />
</button>
<button
data-if="get_input_enum_name(i) == 'TOGGLE_MENU' || get_input_enum_name(i) == 'ACCEPT_MENU'"
data-event-blur="set_input_row_focus(-1)"
data-event-focus="set_input_row_focus(i)"
data-event-click="reset_single_input_binding_to_default(i)"
class="icon-button icon-button--danger"
data-attr-style="i == 0 ? 'nav-up:#cont_kb_toggle' : 'nav-up:auto'"
>
<svg src="icons/Reset.svg" />
</button>
</div>
</div>
</div>

View File

@ -92,36 +92,223 @@
/>
</div>
</div>
<!-- joystick deadzone -->
<div class="config-option" data-event-mouseover="set_cur_config_index(4)">
<label class="config-option__title">Joystick Deadzone</label>
<div class="config-option__range-wrapper config-option__list">
<label class="config-option__range-label">{{joystick_deadzone}}%</label>
<input
class="nav-vert"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(4)"
id="joystick_deadzone_input"
type="range"
min="0"
max="100"
style="flex: 1; margin: 0dp; nav-down: #bg_input_enabled"
data-value="joystick_deadzone"
/>
</div>
</div>
<!-- targeting mode -->
<div class="config-option" data-event-mouseover="set_cur_config_index(4)" id="conf-general__Background-Input">
<!-- background input -->
<div class="config-option" data-event-mouseover="set_cur_config_index(5)" id="conf-general__Background-Input">
<label class="config-option__title">Background Input</label>
<div class="config-option__list">
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(4)"
data-event-focus="set_cur_config_index(5)"
name="background_input_mode"
data-checked="background_input_mode"
value="On"
id="bg_input_enabled"
style="nav-up: #mouse_sensitivity_input"
style="nav-up: #joystick_deadzone_input; nav-down: #autosave_enabled"
/>
<label class="config-option__tab-label" for="bg_input_enabled">On</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(4)"
data-event-focus="set_cur_config_index(5)"
name="background_input_mode"
data-checked="background_input_mode"
value="Off"
id="bg_input_disabled"
style="nav-up: #mouse_sensitivity_input"
style="nav-up: #joystick_deadzone_input; nav-down: #autosave_disabled"
/>
<label class="config-option__tab-label" for="bg_input_disabled">Off</label>
</div>
</div>
<!-- autosave -->
<div class="config-option" data-event-mouseover="set_cur_config_index(6)">
<label class="config-option__title">Autosaving</label>
<div class="config-option__list">
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(6)"
name="autosave_mode"
data-checked="autosave_mode"
value="On"
id="autosave_enabled"
style="nav-up: #bg_input_enabled; nav-down: #camera_inversion_none"
/>
<label class="config-option__tab-label" for="autosave_enabled">On</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(6)"
name="autosave_mode"
data-checked="autosave_mode"
value="Off"
id="autosave_disabled"
style="nav-up: #bg_input_disabled; nav-down: #camera_inversion_x"
/>
<label class="config-option__tab-label" for="autosave_disabled">Off</label>
</div>
</div>
<!-- camera inversion -->
<div class="config-option" data-event-mouseover="set_cur_config_index(7)">
<label class="config-option__title">Aiming Camera Mode</label>
<div class="config-option__list">
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(7)"
name="camera_invert_mode"
data-checked="camera_invert_mode"
value="InvertNone"
id="camera_inversion_none"
style="nav-up: #autosave_enabled; nav-down: #analog_cam_enabled"
/>
<label class="config-option__tab-label" for="camera_inversion_none">None</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(7)"
name="camera_invert_mode"
data-checked="camera_invert_mode"
value="InvertX"
id="camera_inversion_x"
style="nav-up: #autosave_disabled; nav-down: #analog_cam_disabled"
/>
<label class="config-option__tab-label" for="camera_inversion_x">Invert X</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(7)"
name="camera_invert_mode"
data-checked="camera_invert_mode"
value="InvertY"
id="camera_inversion_y"
style="nav-up: #autosave_disabled; nav-down: #analog_cam_disabled"
/>
<label class="config-option__tab-label" for="camera_inversion_y">Invert Y</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(7)"
name="camera_invert_mode"
data-checked="camera_invert_mode"
value="InvertBoth"
id="camera_inversion_both"
style="nav-up: #autosave_disabled; nav-down: #analog_cam_disabled"
/>
<label class="config-option__tab-label" for="camera_inversion_both">Invert Both</label>
</div>
</div>
<!-- analog camera -->
<div class="config-option" data-event-mouseover="set_cur_config_index(8)">
<label class="config-option__title">Analog Camera</label>
<div class="config-option__list">
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(8)"
name="analog_cam_mode"
data-checked="analog_cam_mode"
value="On"
id="analog_cam_enabled"
style="nav-up: #camera_inversion_none; nav-down: #analog_camera_inversion_none"
/>
<label class="config-option__tab-label" for="analog_cam_enabled">On</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(8)"
name="analog_cam_mode"
data-checked="analog_cam_mode"
value="Off"
id="analog_cam_disabled"
style="nav-up: #camera_inversion_x; nav-down: #analog_camera_inversion_x"
/>
<label class="config-option__tab-label" for="analog_cam_disabled">Off</label>
</div>
</div>
<!-- analog camera inversion -->
<div class="config-option" data-event-mouseover="set_cur_config_index(9)">
<label class="config-option__title">Analog Camera Mode</label>
<div class="config-option__list">
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(9)"
name="analog_camera_invert_mode"
data-checked="analog_camera_invert_mode"
value="InvertNone"
id="analog_camera_inversion_none"
style="nav-up: #analog_cam_enabled;"
/>
<label class="config-option__tab-label" for="analog_camera_inversion_none">None</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(9)"
name="analog_camera_invert_mode"
data-checked="analog_camera_invert_mode"
value="InvertX"
id="analog_camera_inversion_x"
style="nav-up: #analog_cam_disabled;"
/>
<label class="config-option__tab-label" for="analog_camera_inversion_x">Invert X</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(9)"
name="analog_camera_invert_mode"
data-checked="analog_camera_invert_mode"
value="InvertY"
id="analog_camera_inversion_y"
style="nav-up: #analog_cam_disabled;"
/>
<label class="config-option__tab-label" for="analog_camera_inversion_y">Invert Y</label>
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(9)"
name="analog_camera_invert_mode"
data-checked="analog_camera_invert_mode"
value="InvertBoth"
id="analog_camera_inversion_both"
style="nav-up: #analog_cam_disabled;"
/>
<label class="config-option__tab-label" for="analog_camera_inversion_both">Invert Both</label>
</div>
</div>
</div>
<!-- Descriptions -->
<div class="config__wrapper">
@ -138,16 +325,43 @@
<b>Note: To recalibrate controller gyro, set the controller down on a still, flat surface for 5 seconds.</b>
</p>
<p data-if="cur_config_index == 3">
Controls the sensitivity of mouse aiming. <b>Setting this to zero will disable mouse aiming.</b>
Controls the sensitivity of mouse aiming when using items in first person. <b>Setting this to zero will disable mouse aiming.</b>
<br />
<br />
<b>Note: This option does not allow mouse buttons to activate items. Mouse aiming is is intended to be used with inputs that are mapped to mouse movement, such as gyro on Steam Deck.</b>
<b>Note: This option does not allow mouse buttons to activate items. Mouse aiming is intended to be used with inputs that are mapped to mouse movement, such as gyro on Steam Deck.</b>
</p>
<p data-if="cur_config_index == 4">
Applies a deadzone to joystick inputs.
</p>
<p data-if="cur_config_index == 5">
Allows the game to read controller input when out of focus.
<br/>
<b>This setting does not affect keyboard input.</b>
</p>
<p data-if="cur_config_index == 6">
Turns on autosaving and prevents owl saves from being deleted on load. Autosaves act as owl saves and take up the same slot as they do.
<br/>
<br/>
Loading an autosave will place you in Clock Town or at the entrance of the current dungeon if you were in one.
<br/>
<br/>
<b>If autosaving is disabled, existing autosaves will be deleted when loaded.</b>
</p>
<p data-if="cur_config_index == 7">
Inverts the camera controls for first-person aiming. <b>Invert Y</b> is the default and matches the original game.
</p>
<p data-if="cur_config_index == 8">
Enables an analog "free" camera similar to later entries in the series that's mapped to the right analog stick on the controller.
<br/>
<br/>
When you move the right stick, the camera will enter free mode and stop centering behind Link. Press the <b>Target</b> button at any time to go back into the normal camera mode. The camera will also return to normal mode after a cutscene plays or when you move between areas.
<br/>
<br/>
This option also enables right stick control while looking and aiming.
</p>
<p data-if="cur_config_index == 9">
Inverts the camera controls for the analog camera if it's enabled. <b>None</b> is the default.
</p>
</div>
</div>
</form>

View File

@ -158,7 +158,8 @@
data-checked="rr_option"
value="Display"
id="rr_display"
data-attr-style="rr_option=='Manual' ? 'nav-up: #wm_fullscreen; nav-down: #rr_manual_input' : 'nav-up: #wm_fullscreen; nav-down: #msaa_2x'"
style="nav-up: #wm_fullscreen"
data-style-nav-down="rr_option=='Manual' ? '#rr_manual_input' : (msaa2x_supported ? '#msaa_2x' : '#msaa_none')"
/>
<label class="config-option__tab-label" for="rr_display">Display</label>
<input type="radio"
@ -168,7 +169,8 @@
data-checked="rr_option"
value="Manual"
id="rr_manual"
data-attr-style="rr_option=='Manual' ? 'nav-up: #wm_fullscreen; nav-down: #rr_manual_input' : 'nav-up: #wm_fullscreen; nav-down: #msaa_4x'"
style="nav-up: #wm_fullscreen"
data-style-nav-down="rr_option=='Manual' ? '#rr_manual_input' : (msaa4x_supported ? '#msaa_4x' : (msaa2x_supported ? '#msaa_2x' : '#msaa_none'))"
/>
<label class="config-option__tab-label" for="rr_manual">Manual</label>
</div>
@ -181,7 +183,7 @@
type="range"
min="20"
max="360"
style="flex:1;margin: 0dp;nav-up:auto;nav-down:auto;"
style="flex:1;margin: 0dp;nav-up:#rr_manual;nav-down:#msaa_none;"
data-value="rr_manual_value"
/>
</div>
@ -209,6 +211,7 @@
value="MSAA2X"
id="msaa_2x"
data-attr-style="rr_option=='Manual' ? 'nav-up: #rr_manual_input; nav-down: #hr_16_9' : 'nav-up: #rr_display; nav-down: #hr_16_9'"
data-style-nav-right="msaa4x_supported ? '#msaa_4x' : 'none'"
/>
<label class="config-option__tab-label" for="msaa_2x">2x</label>
<input type="radio"
@ -247,6 +250,7 @@
value="Clamp16x9"
id="hr_16_9"
style="nav-up: #msaa_2x; nav-down: #apply_button"
data-style-nav-up="msaa2x_supported ? '#msaa_2x' : '#msaa_none'"
/>
<label class="config-option__tab-label" for="hr_16_9">16:9</label>
<input type="radio"
@ -257,6 +261,7 @@
value="Full"
id="hr_full"
style="nav-up: #msaa_4x; nav-down: #apply_button"
data-style-nav-up="msaa4x_supported ? '#msaa_4x' : (msaa2x_supported ? '#msaa_2x' : '#msaa_none')"
/>
<label class="config-option__tab-label" for="hr_full">Expand</label>
</div>
@ -277,7 +282,7 @@
Sets the horizontal aspect ratio. <b>Original</b> uses the game's original 4:3 aspect ratio. <b>Expand</b> will adjust to match the game window's aspect ratio.
</p>
<p data-if="cur_config_index == 3">
Sets whether the game should display <b>Windowed</b> or <b>Fullscreen</b>. You can also use <b>Alt + Enter</b> to toggle this option.
Sets whether the game should display <b>Windowed</b> or <b>Fullscreen</b>. You can also use <b>F11</b> or <b>Alt + Enter</b> to toggle this option.
</p>
<p data-if="cur_config_index == 4">
Sets the game's output framerate. This option does not affect gameplay.
@ -311,7 +316,7 @@
id="apply_button"
style="nav-up:#hr_original"
>
<div class="button__label">Apply</div>
<div class="button__label">Apply<span class="prompt-font-sm">{{gfx_help__apply}}</span></div>
</button>
</div>
</div>

View File

@ -7,30 +7,47 @@
<!-- Options -->
<div class="config__wrapper" data-event-mouseout="set_cur_config_index(-1)">
<div class="config-option" data-event-mouseover="set_cur_config_index(0)">
<label class="config-option__title">Main Volume</label>
<div class="config-option__range-wrapper config-option__list">
<label class="config-option__range-label">{{main_volume}}%</label>
<input
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(0)"
class="nav-vert"
id="main_volume_input"
type="range"
min="0"
max="100"
style="flex: 1; margin: 0dp; nav-up: #tab_sound; nav-down: #bgm_volume_input;"
data-value="main_volume"
/>
</div>
</div>
<div class="config-option" data-event-mouseover="set_cur_config_index(1)">
<label class="config-option__title">Background Music Volume</label>
<div class="config-option__range-wrapper config-option__list">
<label class="config-option__range-label">{{bgm_volume}}%</label>
<input
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(0)"
data-event-focus="set_cur_config_index(1)"
class="nav-vert"
id="bgm_volume_input"
type="range"
min="0"
max="100"
style="flex: 1; margin: 0dp; nav-up: #tab_sound; nav-down: #lhb_on;"
style="flex: 1; margin: 0dp; nav-up: #main_volume_input; nav-down: #lhb_on;"
data-value="bgm_volume"
/>
</div>
</div>
<div class="config-option" data-event-mouseover="set_cur_config_index(1)">
<div class="config-option" data-event-mouseover="set_cur_config_index(2)">
<label class="config-option__title">Low Health Beeps</label>
<div class="config-option__list">
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(1)"
data-event-focus="set_cur_config_index(2)"
name="lhb"
data-checked="low_health_beeps_enabled"
value="1"
@ -42,7 +59,7 @@
<input
type="radio"
data-event-blur="set_cur_config_index(-1)"
data-event-focus="set_cur_config_index(1)"
data-event-focus="set_cur_config_index(2)"
name="lhb"
data-checked="low_health_beeps_enabled"
value="0"
@ -55,10 +72,13 @@
</div>
<!-- Descriptions -->
<div class="config__wrapper">
<p data-if="cur_config_index == 0">
<p data-if="cur_config_index == 0">
Controls the main volume of the game.
</p>
<p data-if="cur_config_index == 1">
Controls the overall volume of background music.
</p>
<p data-if="cur_config_index == 1">
<p data-if="cur_config_index == 2">
Toggles whether or not the low-health beeping sound plays.
</p>
</div>

5
assets/icons/Reset.svg Normal file
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@ -0,0 +1,5 @@
<svg width="32" height="32" viewBox="0 0 32 32" fill="none" xmlns="http://www.w3.org/2000/svg">
<path d="M27.6949 10.3162C25.5859 5.98481 21.1415 3 16 3C8.8203 3 3 8.8203 3 16C3 23.1797 8.8203 29 16 29C21.1415 29 25.5859 26.0152 27.6949 21.6838" stroke="#FFFFFF" stroke-width="4" stroke-linecap="round"/>
<path d="M29.052 11.0519V5.0519" stroke="#FFFFFF" stroke-width="4" stroke-linecap="round" stroke-linejoin="round"/>
<path d="M29.052 11.0519H23.052" stroke="#FFFFFF" stroke-width="4" stroke-linecap="round" stroke-linejoin="round"/>
</svg>

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@ -58,7 +58,7 @@
</div>
</div>
<div class="bottom-left">
<label>{{version_number}}</label>
<label>v{{version_number}}</label>
</div>
</div>
</div>

File diff suppressed because one or more lines are too long

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@ -13,7 +13,6 @@
}
.centered-page__modal {
@extend %nav-all;
display: flex;
position: relative;
flex: 1 1 100%;

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@ -5,7 +5,7 @@ $prompt-space: 24;
.prompt {
&__overlay {
background-color: $color-bg-overlay;
pointer-events: none;
pointer-events: auto;
}
&__overlay,

BIN
docs/deck_gyro_1.jpg Normal file

Binary file not shown.

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@ -1,4 +0,0 @@
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-variable"
#pragma clang diagnostic ignored "-Wimplicit-function-declaration"
#endif

9
include/ovl_patches.hpp Normal file
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@ -0,0 +1,9 @@
#ifndef __OVL_PATCHES_HPP__
#define __OVL_PATCHES_HPP__
namespace zelda64 {
void register_overlays();
void register_patches();
}
#endif

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@ -1,327 +0,0 @@
#ifndef __RECOMP_H__
#define __RECOMP_H__
#include <stdint.h>
#include <math.h>
#include <assert.h>
#include <setjmp.h>
#include <malloc.h>
#if 0 // treat GPRs as 32-bit, should be better codegen
typedef uint32_t gpr;
#define SIGNED(val) \
((int32_t)(val))
#else
typedef uint64_t gpr;
#define SIGNED(val) \
((int64_t)(val))
#endif
#define ADD32(a, b) \
((gpr)(int32_t)((a) + (b)))
#define SUB32(a, b) \
((gpr)(int32_t)((a) - (b)))
#define MEM_W(offset, reg) \
(*(int32_t*)(rdram + ((((reg) + (offset))) - 0xFFFFFFFF80000000)))
//(*(int32_t*)(rdram + ((((reg) + (offset))) & 0x3FFFFFF)))
#define MEM_H(offset, reg) \
(*(int16_t*)(rdram + ((((reg) + (offset)) ^ 2) - 0xFFFFFFFF80000000)))
//(*(int16_t*)(rdram + ((((reg) + (offset)) ^ 2) & 0x3FFFFFF)))
#define MEM_B(offset, reg) \
(*(int8_t*)(rdram + ((((reg) + (offset)) ^ 3) - 0xFFFFFFFF80000000)))
//(*(int8_t*)(rdram + ((((reg) + (offset)) ^ 3) & 0x3FFFFFF)))
#define MEM_HU(offset, reg) \
(*(uint16_t*)(rdram + ((((reg) + (offset)) ^ 2) - 0xFFFFFFFF80000000)))
//(*(uint16_t*)(rdram + ((((reg) + (offset)) ^ 2) & 0x3FFFFFF)))
#define MEM_BU(offset, reg) \
(*(uint8_t*)(rdram + ((((reg) + (offset)) ^ 3) - 0xFFFFFFFF80000000)))
//(*(uint8_t*)(rdram + ((((reg) + (offset)) ^ 3) & 0x3FFFFFF)))
#define SD(val, offset, reg) { \
*(uint32_t*)(rdram + ((((reg) + (offset) + 4)) - 0xFFFFFFFF80000000)) = (uint32_t)((gpr)(val) >> 0); \
*(uint32_t*)(rdram + ((((reg) + (offset) + 0)) - 0xFFFFFFFF80000000)) = (uint32_t)((gpr)(val) >> 32); \
}
//#define SD(val, offset, reg) { \
// *(uint32_t*)(rdram + ((((reg) + (offset) + 4)) & 0x3FFFFFF)) = (uint32_t)((val) >> 32); \
// *(uint32_t*)(rdram + ((((reg) + (offset) + 0)) & 0x3FFFFFF)) = (uint32_t)((val) >> 0); \
//}
static inline uint64_t load_doubleword(uint8_t* rdram, gpr reg, gpr offset) {
uint64_t ret = 0;
uint64_t lo = (uint64_t)(uint32_t)MEM_W(reg, offset + 4);
uint64_t hi = (uint64_t)(uint32_t)MEM_W(reg, offset + 0);
ret = (lo << 0) | (hi << 32);
return ret;
}
#define LD(offset, reg) \
load_doubleword(rdram, offset, reg)
static inline gpr do_lwl(uint8_t* rdram, gpr initial_value, gpr offset, gpr reg) {
// Calculate the overall address
gpr address = (offset + reg);
// Load the aligned word
gpr word_address = address & ~0x3;
uint32_t loaded_value = MEM_W(0, word_address);
// Mask the existing value and shift the loaded value appropriately
gpr misalignment = address & 0x3;
gpr masked_value = initial_value & ~(0xFFFFFFFFu << (misalignment * 8));
loaded_value <<= (misalignment * 8);
// Cast to int32_t to sign extend first
return (gpr)(int32_t)(masked_value | loaded_value);
}
static inline gpr do_lwr(uint8_t* rdram, gpr initial_value, gpr offset, gpr reg) {
// Calculate the overall address
gpr address = (offset + reg);
// Load the aligned word
gpr word_address = address & ~0x3;
uint32_t loaded_value = MEM_W(0, word_address);
// Mask the existing value and shift the loaded value appropriately
gpr misalignment = address & 0x3;
gpr masked_value = initial_value & ~(0xFFFFFFFFu >> (24 - misalignment * 8));
loaded_value >>= (24 - misalignment * 8);
// Cast to int32_t to sign extend first
return (gpr)(int32_t)(masked_value | loaded_value);
}
static inline void do_swl(uint8_t* rdram, gpr offset, gpr reg, gpr val) {
// Calculate the overall address
gpr address = (offset + reg);
// Get the initial value of the aligned word
gpr word_address = address & ~0x3;
uint32_t initial_value = MEM_W(0, word_address);
// Mask the initial value and shift the input value appropriately
gpr misalignment = address & 0x3;
uint32_t masked_initial_value = initial_value & ~(0xFFFFFFFFu >> (misalignment * 8));
uint32_t shifted_input_value = ((uint32_t)val) >> (misalignment * 8);
MEM_W(0, word_address) = masked_initial_value | shifted_input_value;
}
static inline void do_swr(uint8_t* rdram, gpr offset, gpr reg, gpr val) {
// Calculate the overall address
gpr address = (offset + reg);
// Get the initial value of the aligned word
gpr word_address = address & ~0x3;
uint32_t initial_value = MEM_W(0, word_address);
// Mask the initial value and shift the input value appropriately
gpr misalignment = address & 0x3;
uint32_t masked_initial_value = initial_value & ~(0xFFFFFFFFu << (24 - misalignment * 8));
uint32_t shifted_input_value = ((uint32_t)val) << (24 - misalignment * 8);
MEM_W(0, word_address) = masked_initial_value | shifted_input_value;
}
#define S32(val) \
((int32_t)(val))
#define U32(val) \
((uint32_t)(val))
#define S64(val) \
((int64_t)(val))
#define U64(val) \
((uint64_t)(val))
#define MUL_S(val1, val2) \
((val1) * (val2))
#define MUL_D(val1, val2) \
((val1) * (val2))
#define DIV_S(val1, val2) \
((val1) / (val2))
#define DIV_D(val1, val2) \
((val1) / (val2))
#define CVT_S_W(val) \
((float)((int32_t)(val)))
#define CVT_D_W(val) \
((double)((int32_t)(val)))
#define CVT_D_S(val) \
((double)(val))
#define CVT_S_D(val) \
((float)(val))
#define TRUNC_W_S(val) \
((int32_t)(val))
#define TRUNC_W_D(val) \
((int32_t)(val))
#define TRUNC_L_S(val) \
((int64_t)(val))
#define TRUNC_L_D(val) \
((int64_t)(val))
#define DEFAULT_ROUNDING_MODE 0
static inline int32_t do_cvt_w_s(float val, unsigned int rounding_mode) {
switch (rounding_mode) {
case 0: // round to nearest value
return (int32_t)lroundf(val);
case 1: // round to zero (truncate)
return (int32_t)val;
case 2: // round to positive infinity (ceil)
return (int32_t)ceilf(val);
case 3: // round to negative infinity (floor)
return (int32_t)floorf(val);
}
assert(0);
return 0;
}
#define CVT_W_S(val) \
do_cvt_w_s(val, rounding_mode)
static inline int32_t do_cvt_w_d(double val, unsigned int rounding_mode) {
switch (rounding_mode) {
case 0: // round to nearest value
return (int32_t)lround(val);
case 1: // round to zero (truncate)
return (int32_t)val;
case 2: // round to positive infinity (ceil)
return (int32_t)ceil(val);
case 3: // round to negative infinity (floor)
return (int32_t)floor(val);
}
assert(0);
return 0;
}
#define CVT_W_D(val) \
do_cvt_w_d(val, rounding_mode)
#define NAN_CHECK(val) \
assert(val == val)
//#define NAN_CHECK(val)
typedef union {
double d;
struct {
float fl;
float fh;
};
struct {
uint32_t u32l;
uint32_t u32h;
};
uint64_t u64;
} fpr;
typedef struct {
gpr r0, r1, r2, r3, r4, r5, r6, r7,
r8, r9, r10, r11, r12, r13, r14, r15,
r16, r17, r18, r19, r20, r21, r22, r23,
r24, r25, r26, r27, r28, r29, r30, r31;
fpr f0, f1, f2, f3, f4, f5, f6, f7,
f8, f9, f10, f11, f12, f13, f14, f15,
f16, f17, f18, f19, f20, f21, f22, f23,
f24, f25, f26, f27, f28, f29, f30, f31;
uint64_t hi, lo;
uint32_t* f_odd;
uint32_t status_reg;
uint8_t mips3_float_mode;
} recomp_context;
// Checks if the target is an even float register or that mips3 float mode is enabled
#define CHECK_FR(ctx, idx) \
assert(((idx) & 1) == 0 || (ctx)->mips3_float_mode)
#ifdef __cplusplus
extern "C" {
#endif
void cop0_status_write(recomp_context* ctx, gpr value);
gpr cop0_status_read(recomp_context* ctx);
void switch_error(const char* func, uint32_t vram, uint32_t jtbl);
void do_break(uint32_t vram);
typedef void (recomp_func_t)(uint8_t* rdram, recomp_context* ctx);
recomp_func_t* get_function(int32_t vram);
#define LOOKUP_FUNC(val) \
get_function((int32_t)(val))
extern int32_t section_addresses[];
#define LO16(x) \
((x) & 0xFFFF)
#define HI16(x) \
(((x) >> 16) + (((x) >> 15) & 1))
#define RELOC_HI16(section_index, offset) \
HI16(section_addresses[section_index] + (offset))
#define RELOC_LO16(section_index, offset) \
LO16(section_addresses[section_index] + (offset))
// For Banjo-Tooie
void recomp_syscall_handler(uint8_t* rdram, recomp_context* ctx, int32_t instruction_vram);
// For the Mario Party games (not working)
//// This has to be in this file so it can be inlined
//struct jmp_buf_storage {
// jmp_buf buffer;
//};
//
//struct RecompJmpBuf {
// int32_t owner;
// struct jmp_buf_storage* storage;
// uint64_t magic;
//};
//
//// Randomly generated constant
//#define SETJMP_MAGIC 0xe17afdfa939a437bu
//
//int32_t osGetThreadEx(void);
//
//#define setjmp_recomp(rdram, ctx) { \
// struct RecompJmpBuf* buf = (struct RecompJmpBuf*)(&rdram[(uint64_t)ctx->r4 - 0xFFFFFFFF80000000]); \
// \
// /* Check if this jump buffer was previously set up */ \
// if (buf->magic == SETJMP_MAGIC) { \
// /* If so, free the old jmp_buf */ \
// free(buf->storage); \
// } \
// \
// buf->magic = SETJMP_MAGIC; \
// buf->owner = osGetThreadEx(); \
// buf->storage = (struct jmp_buf_storage*)calloc(1, sizeof(struct jmp_buf_storage)); \
// ctx->r2 = setjmp(buf->storage->buffer); \
//}
void pause_self(uint8_t *rdram);
#ifdef __cplusplus
}
#endif
#endif

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@ -1,25 +0,0 @@
#ifndef __RECOMP_CONFIG_H__
#define __RECOMP_CONFIG_H__
#include <filesystem>
#include <string_view>
#include "../ultramodern/config.hpp"
namespace recomp {
constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
constexpr std::u8string_view mm_game_id = u8"mm.n64.us.1.0";
void load_config();
void save_config();
void reset_input_bindings();
void reset_cont_input_bindings();
void reset_kb_input_bindings();
std::filesystem::path get_app_folder_path();
bool get_debug_mode_enabled();
void set_debug_mode_enabled(bool enabled);
};
#endif

14
include/recomp_files.h Normal file
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@ -0,0 +1,14 @@
#ifndef __RECOMP_FILES_H__
#define __RECOMP_FILES_H__
#include <filesystem>
#include <fstream>
namespace recomp {
std::ifstream open_input_file_with_backup(const std::filesystem::path& filepath, std::ios_base::openmode mode = std::ios_base::in);
std::ifstream open_input_backup_file(const std::filesystem::path& filepath, std::ios_base::openmode mode = std::ios_base::in);
std::ofstream open_output_file_with_backup(const std::filesystem::path& filepath, std::ios_base::openmode mode = std::ios_base::out);
bool finalize_output_file_with_backup(const std::filesystem::path& filepath);
};
#endif

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@ -1,39 +0,0 @@
#ifndef __RECOMP_GAME__
#define __RECOMP_GAME__
#include <vector>
#include <filesystem>
#include "recomp.h"
#include "../ultramodern/ultramodern.hpp"
#include "rt64_layer.h"
namespace recomp {
enum class Game {
OoT,
MM,
None,
Quit
};
enum class RomValidationError {
Good,
FailedToOpen,
NotARom,
IncorrectRom,
NotYet,
IncorrectVersion,
OtherError
};
void check_all_stored_roms();
bool load_stored_rom(Game game);
RomValidationError select_rom(const std::filesystem::path& rom_path, Game game);
bool is_rom_valid(Game game);
bool is_rom_loaded();
void set_rom_contents(std::vector<uint8_t>&& new_rom);
void do_rom_read(uint8_t* rdram, gpr ram_address, uint32_t physical_addr, size_t num_bytes);
void start(ultramodern::WindowHandle window_handle, const ultramodern::audio_callbacks_t& audio_callbacks, const ultramodern::input_callbacks_t& input_callbacks, const ultramodern::gfx_callbacks_t& gfx_callbacks);
void start_game(Game game);
void message_box(const char* message);
}
#endif

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@ -1,50 +0,0 @@
#ifndef __RECOMP_HELPERS__
#define __RECOMP_HELPERS__
#include "recomp.h"
#include "../ultramodern/ultra64.h"
template<int index, typename T>
T _arg(uint8_t* rdram, recomp_context* ctx) {
static_assert(index < 4, "Only args 0 through 3 supported");
gpr raw_arg = (&ctx->r4)[index];
if constexpr (std::is_same_v<T, float>) {
if constexpr (index < 2) {
static_assert(index != 1, "Floats in arg 1 not supported");
return ctx->f12.fl;
}
else {
// static_assert in else workaround
[] <bool flag = false>() {
static_assert(flag, "Floats in a2/a3 not supported");
}();
}
}
else if constexpr (std::is_pointer_v<T>) {
static_assert (!std::is_pointer_v<std::remove_pointer_t<T>>, "Double pointers not supported");
return TO_PTR(std::remove_pointer_t<T>, raw_arg);
}
else if constexpr (std::is_integral_v<T>) {
static_assert(sizeof(T) <= 4, "64-bit args not supported");
return static_cast<T>(raw_arg);
}
else {
// static_assert in else workaround
[] <bool flag = false>() {
static_assert(flag, "Unsupported type");
}();
}
}
template <typename T>
void _return(recomp_context* ctx, T val) {
static_assert(sizeof(T) <= 4 && "Only 32-bit value returns supported currently");
if (std::is_same_v<T, float>) {
ctx->f0.fl = val;
}
else if (std::is_integral_v<T> && sizeof(T) <= 4) {
ctx->r2 = int32_t(val);
}
}
#endif

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@ -9,11 +9,14 @@
#include <string>
#include <string_view>
#include "ultramodern/input.hpp"
#include "json/json.hpp"
namespace recomp {
// x-macros to build input enums and arrays.
// First parameter is the enum name, second parameter is the bit field for the input (or 0 if there is no associated one), third is the readable name.
// TODO refactor this to allow projects to rename these, or get rid of the readable name and leave that up to individual projects to map.
#define DEFINE_N64_BUTTON_INPUTS() \
DEFINE_INPUT(A, 0x8000, "Action") \
DEFINE_INPUT(B, 0x4000, "Attack/Cancel") \
@ -36,9 +39,15 @@ namespace recomp {
DEFINE_INPUT(X_AXIS_NEG, 0, "Left") \
DEFINE_INPUT(X_AXIS_POS, 0, "Right") \
#define DEFINE_RECOMP_UI_INPUTS() \
DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu") \
DEFINE_INPUT(ACCEPT_MENU, 0, "Accept (Menu)") \
DEFINE_INPUT(APPLY_MENU, 0, "Apply (Menu)")
#define DEFINE_ALL_INPUTS() \
DEFINE_N64_BUTTON_INPUTS() \
DEFINE_N64_AXIS_INPUTS()
DEFINE_N64_AXIS_INPUTS() \
DEFINE_RECOMP_UI_INPUTS()
// Enum containing every recomp input.
#define DEFINE_INPUT(name, value, readable) name,
@ -67,6 +76,7 @@ namespace recomp {
bool get_input_digital(const std::span<const recomp::InputField> fields);
void get_gyro_deltas(float* x, float* y);
void get_mouse_deltas(float* x, float* y);
void get_right_analog(float* x, float* y);
enum class InputDevice {
Controller,
@ -78,8 +88,9 @@ namespace recomp {
void stop_scanning_input();
void finish_scanning_input(InputField scanned_field);
void cancel_scanning_input();
void set_cont_or_kb(bool cont_interacted);
void config_menu_set_cont_or_kb(bool cont_interacted);
InputField get_scanned_input();
int get_scanned_input_index();
struct DefaultN64Mappings {
std::vector<InputField> a;
@ -103,8 +114,40 @@ namespace recomp {
std::vector<InputField> analog_right;
std::vector<InputField> analog_up;
std::vector<InputField> analog_down;
std::vector<InputField> toggle_menu;
std::vector<InputField> accept_menu;
std::vector<InputField> apply_menu;
};
inline const std::vector<InputField>& get_default_mapping_for_input(const DefaultN64Mappings& defaults, const GameInput input) {
static const std::vector<InputField> empty_input_field{};
switch (input) {
case GameInput::A: return defaults.a;
case GameInput::B: return defaults.b;
case GameInput::L: return defaults.l;
case GameInput::R: return defaults.r;
case GameInput::Z: return defaults.z;
case GameInput::START: return defaults.start;
case GameInput::C_LEFT: return defaults.c_left;
case GameInput::C_RIGHT: return defaults.c_right;
case GameInput::C_UP: return defaults.c_up;
case GameInput::C_DOWN: return defaults.c_down;
case GameInput::DPAD_LEFT: return defaults.dpad_left;
case GameInput::DPAD_RIGHT: return defaults.dpad_right;
case GameInput::DPAD_UP: return defaults.dpad_up;
case GameInput::DPAD_DOWN: return defaults.dpad_down;
case GameInput::X_AXIS_NEG: return defaults.analog_left;
case GameInput::X_AXIS_POS: return defaults.analog_right;
case GameInput::Y_AXIS_POS: return defaults.analog_up;
case GameInput::Y_AXIS_NEG: return defaults.analog_down;
case GameInput::TOGGLE_MENU: return defaults.toggle_menu;
case GameInput::ACCEPT_MENU: return defaults.accept_menu;
case GameInput::APPLY_MENU: return defaults.apply_menu;
default: return empty_input_field;
}
}
extern const DefaultN64Mappings default_n64_keyboard_mappings;
extern const DefaultN64Mappings default_n64_controller_mappings;
@ -117,10 +160,12 @@ namespace recomp {
InputField& get_input_binding(GameInput input, size_t binding_index, InputDevice device);
void set_input_binding(GameInput input, size_t binding_index, InputDevice device, InputField value);
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
void set_rumble(bool);
bool get_n64_input(int controller_num, uint16_t* buttons_out, float* x_out, float* y_out);
void set_rumble(int controller_num, bool);
void update_rumble();
void handle_events();
ultramodern::input::connected_device_info_t get_connected_device_info(int controller_num);
// Rumble strength ranges from 0 to 100.
int get_rumble_strength();
@ -129,22 +174,12 @@ namespace recomp {
// Gyro and mouse sensitivities range from 0 to 100.
int get_gyro_sensitivity();
int get_mouse_sensitivity();
int get_joystick_deadzone();
void set_gyro_sensitivity(int strength);
void set_mouse_sensitivity(int strength);
enum class TargetingMode {
Switch,
Hold,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(recomp::TargetingMode, {
{recomp::TargetingMode::Switch, "Switch"},
{recomp::TargetingMode::Hold, "Hold"}
});
TargetingMode get_targeting_mode();
void set_targeting_mode(TargetingMode mode);
void set_joystick_deadzone(int strength);
void apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out);
void set_right_analog_suppressed(bool suppressed);
enum class BackgroundInputMode {
On,
@ -162,10 +197,6 @@ namespace recomp {
bool game_input_disabled();
bool all_input_disabled();
// TODO move these
void quicksave_save();
void quicksave_load();
}
#endif

View File

@ -14,7 +14,7 @@ namespace Rml {
class Event;
}
namespace recomp {
namespace recompui {
class UiEventListenerInstancer;
class MenuController {
@ -114,6 +114,14 @@ namespace recomp {
};
PromptContext *get_prompt_context(void);
bool get_cont_active(void);
void set_cont_active(bool active);
void activate_mouse();
void message_box(const char* msg);
void set_render_hooks();
}
#endif

View File

@ -1,66 +0,0 @@
#ifndef __RSP_H__
#define __RSP_H__
#include "rsp_vu.h"
#include "recomp.h"
enum class RspExitReason {
Invalid,
Broke,
ImemOverrun,
UnhandledJumpTarget,
Unsupported
};
extern uint8_t dmem[];
extern uint16_t rspReciprocals[512];
extern uint16_t rspInverseSquareRoots[512];
#define RSP_MEM_W(offset, addr) \
(*reinterpret_cast<uint32_t*>(dmem + (0xFFF & ((offset) + (addr)))))
#define RSP_MEM_H(offset, addr) \
(*reinterpret_cast<int16_t*>(dmem + (0xFFF & (((offset) + (addr)) ^ 2))))
#define RSP_MEM_HU(offset, addr) \
(*reinterpret_cast<uint16_t*>(dmem + (0xFFF & (((offset) + (addr)) ^ 2))))
#define RSP_MEM_B(offset, addr) \
(*reinterpret_cast<int8_t*>(dmem + (0xFFF & (((offset) + (addr)) ^ 3))))
#define RSP_MEM_BU(offset, addr) \
(*reinterpret_cast<uint8_t*>(dmem + (0xFFF & (((offset) + (addr)) ^ 3))))
#define RSP_ADD32(a, b) \
((int32_t)((a) + (b)))
#define RSP_SUB32(a, b) \
((int32_t)((a) - (b)))
#define RSP_SIGNED(val) \
((int32_t)(val))
#define SET_DMA_DMEM(dmem_addr) dma_dmem_address = (dmem_addr)
#define SET_DMA_DRAM(dram_addr) dma_dram_address = (dram_addr)
#define DO_DMA_READ(rd_len) dma_rdram_to_dmem(rdram, dma_dmem_address, dma_dram_address, (rd_len))
#define DO_DMA_WRITE(wr_len) dma_dmem_to_rdram(rdram, dma_dmem_address, dma_dram_address, (wr_len))
static inline void dma_rdram_to_dmem(uint8_t* rdram, uint32_t dmem_addr, uint32_t dram_addr, uint32_t rd_len) {
rd_len += 1; // Read length is inclusive
dram_addr &= 0xFFFFF8;
assert(dmem_addr + rd_len <= 0x1000);
for (uint32_t i = 0; i < rd_len; i++) {
RSP_MEM_B(i, dmem_addr) = MEM_B(0, (int64_t)(int32_t)(dram_addr + i + 0x80000000));
}
}
static inline void dma_dmem_to_rdram(uint8_t* rdram, uint32_t dmem_addr, uint32_t dram_addr, uint32_t wr_len) {
wr_len += 1; // Write length is inclusive
dram_addr &= 0xFFFFF8;
assert(dmem_addr + wr_len <= 0x1000);
for (uint32_t i = 0; i < wr_len; i++) {
MEM_B(0, (int64_t)(int32_t)(dram_addr + i + 0x80000000)) = RSP_MEM_B(i, dmem_addr);
}
}
#endif

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@ -1,204 +0,0 @@
// This file is modified from the Ares N64 emulator core. Ares can
// be found at https://github.com/ares-emulator/ares. The original license
// for this portion of Ares is as follows:
// ----------------------------------------------------------------------
// ares
//
// Copyright(c) 2004 - 2021 ares team, Near et al
//
// Permission to use, copy, modify, and /or distribute this software for any
// purpose with or without fee is hereby granted, provided that the above
// copyright noticeand this permission notice appear in all copies.
//
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
// ----------------------------------------------------------------------
#include <cstdint>
#define ARCHITECTURE_AMD64
#define ARCHITECTURE_SUPPORTS_SSE4_1 1
#if defined(ARCHITECTURE_AMD64)
#include <nmmintrin.h>
using v128 = __m128i;
#elif defined(ARCHITECTURE_ARM64)
#include <sse2neon.h>
using v128 = __m128i;
#endif
namespace Accuracy {
namespace RSP {
#if ARCHITECTURE_SUPPORTS_SSE4_1
constexpr bool SISD = false;
constexpr bool SIMD = true;
#else
constexpr bool SISD = true;
constexpr bool SIMD = false;
#endif
}
}
using u8 = uint8_t;
using s8 = int8_t;
using u16 = uint16_t;
using s16 = int16_t;
using u32 = uint32_t;
using s32 = int32_t;
using u64 = uint64_t;
using s64 = int64_t;
using uint128_t = uint64_t[2];
template<u32 bits> inline auto sclamp(s64 x) -> s64 {
enum : s64 { b = 1ull << (bits - 1), m = b - 1 };
return (x > m) ? m : (x < -b) ? -b : x;
}
template<u32 bits> inline auto sclip(s64 x) -> s64 {
enum : u64 { b = 1ull << (bits - 1), m = b * 2 - 1 };
return ((x & m) ^ b) - b;
}
struct RSP {
using r32 = uint32_t;
using cr32 = const r32;
union r128 {
struct { uint64_t u128[2]; };
#if ARCHITECTURE_SUPPORTS_SSE4_1
struct { __m128i v128; };
operator __m128i() const { return v128; }
auto operator=(__m128i value) { v128 = value; }
#endif
auto byte(u32 index) -> uint8_t& { return ((uint8_t*)&u128)[15 - index]; }
auto byte(u32 index) const -> uint8_t { return ((uint8_t*)&u128)[15 - index]; }
auto element(u32 index) -> uint16_t& { return ((uint16_t*)&u128)[7 - index]; }
auto element(u32 index) const -> uint16_t { return ((uint16_t*)&u128)[7 - index]; }
auto u8(u32 index) -> uint8_t& { return ((uint8_t*)&u128)[15 - index]; }
auto u8(u32 index) const -> uint8_t { return ((uint8_t*)&u128)[15 - index]; }
auto s16(u32 index) -> int16_t& { return ((int16_t*)&u128)[7 - index]; }
auto s16(u32 index) const -> int16_t { return ((int16_t*)&u128)[7 - index]; }
auto u16(u32 index) -> uint16_t& { return ((uint16_t*)&u128)[7 - index]; }
auto u16(u32 index) const -> uint16_t { return ((uint16_t*)&u128)[7 - index]; }
//VCx registers
auto get(u32 index) const -> bool { return u16(index) != 0; }
auto set(u32 index, bool value) -> bool { return u16(index) = 0 - value, value; }
//vu-registers.cpp
inline auto operator()(u32 index) const -> r128;
};
using cr128 = const r128;
struct VU {
r128 r[32];
r128 acch, accm, accl;
r128 vcoh, vcol; //16-bit little endian
r128 vcch, vccl; //16-bit little endian
r128 vce; // 8-bit little endian
s16 divin;
s16 divout;
bool divdp;
} vpu;
static constexpr r128 zero{0};
static constexpr r128 invert{(uint64_t)-1, (uint64_t)-1};
inline auto accumulatorGet(u32 index) const -> u64;
inline auto accumulatorSet(u32 index, u64 value) -> void;
inline auto accumulatorSaturate(u32 index, bool slice, u16 negative, u16 positive) const -> u16;
inline auto CFC2(r32& rt, u8 rd) -> void;
inline auto CTC2(cr32& rt, u8 rd) -> void;
template<u8 e> inline auto LBV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LDV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LFV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LHV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LLV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LPV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LQV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LRV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LSV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LTV(u8 vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LUV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto LWV(r128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto MFC2(r32& rt, cr128& vs) -> void;
template<u8 e> inline auto MTC2(cr32& rt, r128& vs) -> void;
template<u8 e> inline auto SBV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SDV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SFV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SHV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SLV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SPV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SQV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SRV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SSV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto STV(u8 vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SUV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto SWV(cr128& vt, cr32& rs, s8 imm) -> void;
template<u8 e> inline auto VABS(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VADD(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VADDC(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VAND(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VCH(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VCL(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VCR(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VEQ(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VGE(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VLT(r128& vd, cr128& vs, cr128& vt) -> void;
template<bool U, u8 e>
inline auto VMACF(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMACF(r128& vd, cr128& vs, cr128& vt) -> void { VMACF<0, e>(vd, vs, vt); }
template<u8 e> inline auto VMACU(r128& vd, cr128& vs, cr128& vt) -> void { VMACF<1, e>(vd, vs, vt); }
inline auto VMACQ(r128& vd) -> void;
template<u8 e> inline auto VMADH(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMADL(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMADM(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMADN(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMOV(r128& vd, u8 de, cr128& vt) -> void;
template<u8 e> inline auto VMRG(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMUDH(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMUDL(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMUDM(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMUDN(r128& vd, cr128& vs, cr128& vt) -> void;
template<bool U, u8 e>
inline auto VMULF(r128& rd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VMULF(r128& rd, cr128& vs, cr128& vt) -> void { VMULF<0, e>(rd, vs, vt); }
template<u8 e> inline auto VMULU(r128& rd, cr128& vs, cr128& vt) -> void { VMULF<1, e>(rd, vs, vt); }
template<u8 e> inline auto VMULQ(r128& rd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VNAND(r128& rd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VNE(r128& vd, cr128& vs, cr128& vt) -> void;
inline auto VNOP() -> void;
template<u8 e> inline auto VNOR(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VNXOR(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VOR(r128& vd, cr128& vs, cr128& vt) -> void;
template<bool L, u8 e>
inline auto VRCP(r128& vd, u8 de, cr128& vt) -> void;
template<u8 e> inline auto VRCP(r128& vd, u8 de, cr128& vt) -> void { VRCP<0, e>(vd, de, vt); }
template<u8 e> inline auto VRCPL(r128& vd, u8 de, cr128& vt) -> void { VRCP<1, e>(vd, de, vt); }
template<u8 e> inline auto VRCPH(r128& vd, u8 de, cr128& vt) -> void;
template<bool D, u8 e>
inline auto VRND(r128& vd, u8 vs, cr128& vt) -> void;
template<u8 e> inline auto VRNDN(r128& vd, u8 vs, cr128& vt) -> void { VRND<0, e>(vd, vs, vt); }
template<u8 e> inline auto VRNDP(r128& vd, u8 vs, cr128& vt) -> void { VRND<1, e>(vd, vs, vt); }
template<bool L, u8 e>
inline auto VRSQ(r128& vd, u8 de, cr128& vt) -> void;
template<u8 e> inline auto VRSQ(r128& vd, u8 de, cr128& vt) -> void { VRSQ<0, e>(vd, de, vt); }
template<u8 e> inline auto VRSQL(r128& vd, u8 de, cr128& vt) -> void { VRSQ<1, e>(vd, de, vt); }
template<u8 e> inline auto VRSQH(r128& vd, u8 de, cr128& vt) -> void;
template<u8 e> inline auto VSAR(r128& vd, cr128& vs) -> void;
template<u8 e> inline auto VSUB(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VSUBC(r128& vd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VXOR(r128& rd, cr128& vs, cr128& vt) -> void;
template<u8 e> inline auto VZERO(r128& rd, cr128& vs, cr128& vt) -> void;
};

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@ -1,38 +0,0 @@
#ifndef __RT64_LAYER_H__
#define __RT64_LAYER_H__
#include "../ultramodern/ultramodern.hpp"
#include "../ultramodern/config.hpp"
namespace RT64 {
struct Application;
}
namespace ultramodern {
struct WindowHandle;
struct RT64Context {
public:
~RT64Context();
RT64Context(uint8_t* rdram, WindowHandle window_handle, bool developer_mode);
bool valid() { return static_cast<bool>(app); }
void update_config(const GraphicsConfig& old_config, const GraphicsConfig& new_config);
void enable_instant_present();
void send_dl(const OSTask* task);
void update_screen(uint32_t vi_origin);
void shutdown();
void set_dummy_vi();
uint32_t get_display_framerate();
void load_shader_cache(std::span<const char> cache_binary);
private:
std::unique_ptr<RT64::Application> app;
};
RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
bool RT64SamplePositionsSupported();
}
void set_rt64_hooks();
#endif

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@ -1,23 +0,0 @@
#ifndef __SECTIONS_H__
#define __SECTIONS_H__
#include <stdint.h>
#include "recomp.h"
#define ARRLEN(x) (sizeof(x) / sizeof((x)[0]))
typedef struct {
recomp_func_t* func;
uint32_t offset;
} FuncEntry;
typedef struct {
uint32_t rom_addr;
uint32_t ram_addr;
uint32_t size;
FuncEntry *funcs;
size_t num_funcs;
size_t index;
} SectionTableEntry;
#endif

93
include/zelda_config.h Normal file
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@ -0,0 +1,93 @@
#ifndef __ZELDA_CONFIG_H__
#define __ZELDA_CONFIG_H__
#include <filesystem>
#include <string_view>
#include "ultramodern/config.hpp"
#include "recomp_input.h"
namespace zelda64 {
constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
constexpr std::string_view program_name = "Zelda 64: Recompiled";
// TODO: Move loading configs to the runtime once we have a way to allow per-project customization.
void load_config();
void save_config();
void reset_input_bindings();
void reset_cont_input_bindings();
void reset_kb_input_bindings();
void reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input);
std::filesystem::path get_app_folder_path();
bool get_debug_mode_enabled();
void set_debug_mode_enabled(bool enabled);
enum class AutosaveMode {
On,
Off,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::AutosaveMode, {
{zelda64::AutosaveMode::On, "On"},
{zelda64::AutosaveMode::Off, "Off"}
});
enum class TargetingMode {
Switch,
Hold,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::TargetingMode, {
{zelda64::TargetingMode::Switch, "Switch"},
{zelda64::TargetingMode::Hold, "Hold"}
});
TargetingMode get_targeting_mode();
void set_targeting_mode(TargetingMode mode);
enum class CameraInvertMode {
InvertNone,
InvertX,
InvertY,
InvertBoth,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::CameraInvertMode, {
{zelda64::CameraInvertMode::InvertNone, "InvertNone"},
{zelda64::CameraInvertMode::InvertX, "InvertX"},
{zelda64::CameraInvertMode::InvertY, "InvertY"},
{zelda64::CameraInvertMode::InvertBoth, "InvertBoth"}
});
CameraInvertMode get_camera_invert_mode();
void set_camera_invert_mode(CameraInvertMode mode);
CameraInvertMode get_analog_camera_invert_mode();
void set_analog_camera_invert_mode(CameraInvertMode mode);
enum class AnalogCamMode {
On,
Off,
OptionCount
};
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::AnalogCamMode, {
{zelda64::AnalogCamMode::On, "On"},
{zelda64::AnalogCamMode::Off, "Off"}
});
AutosaveMode get_autosave_mode();
void set_autosave_mode(AutosaveMode mode);
AnalogCamMode get_analog_cam_mode();
void set_analog_cam_mode(AnalogCamMode mode);
void open_quit_game_prompt();
};
#endif

View File

@ -1,10 +1,10 @@
#ifndef __RECOMP_DEBUG_H__
#define __RECOMP_DEBUG_H__
#ifndef __ZELDA_DEBUG_H__
#define __ZELDA_DEBUG_H__
#include <vector>
#include <string>
namespace recomp {
namespace zelda64 {
struct SceneWarps {
int index;
std::string name;

14
include/zelda_game.h Normal file
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@ -0,0 +1,14 @@
#ifndef __ZELDA_GAME_H__
#define __ZELDA_GAME_H__
#include <cstdint>
#include <span>
#include <vector>
namespace zelda64 {
void quicksave_save();
void quicksave_load();
std::vector<uint8_t> decompress_mm(std::span<const uint8_t> compressed_rom);
};
#endif

49
include/zelda_render.h Normal file
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@ -0,0 +1,49 @@
#ifndef __ZELDA_RENDER_H__
#define __ZELDA_RENDER_H__
#include <set>
#include <filesystem>
#include "common/rt64_user_configuration.h"
#include "ultramodern/renderer_context.hpp"
#include "librecomp/mods.hpp"
namespace RT64 {
struct Application;
}
namespace zelda64 {
namespace renderer {
class RT64Context final : public ultramodern::renderer::RendererContext {
public:
~RT64Context() override;
RT64Context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
bool valid() override { return static_cast<bool>(app); }
bool update_config(const ultramodern::renderer::GraphicsConfig &old_config, const ultramodern::renderer::GraphicsConfig &new_config) override;
void enable_instant_present() override;
void send_dl(const OSTask *task) override;
void update_screen(uint32_t vi_origin) override;
void shutdown() override;
uint32_t get_display_framerate() const override;
float get_resolution_scale() const override;
protected:
std::unique_ptr<RT64::Application> app;
std::set<std::filesystem::path> enabled_texture_packs;
};
std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
bool RT64SamplePositionsSupported();
bool RT64HighPrecisionFBEnabled();
void enable_texture_pack(const recomp::mods::ModHandle& mod);
void disable_texture_pack(const recomp::mods::ModHandle& mod);
}
}
#endif

View File

@ -1,8 +1,10 @@
#ifndef __RECOMP_SOUND_H__
#define __RECOMP_SOUND_H__
#ifndef __ZELDA_SOUND_H__
#define __ZELDA_SOUND_H__
namespace recomp {
namespace zelda64 {
void reset_sound_settings();
void set_main_volume(int volume);
int get_main_volume();
void set_bgm_volume(int volume);
int get_bgm_volume();
void set_low_health_beeps_enabled(bool enabled);

22
include/zelda_support.h Normal file
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@ -0,0 +1,22 @@
#ifndef __ZELDA_SUPPORT_H__
#define __ZELDA_SUPPORT_H__
#include <functional>
#include <filesystem>
#include <optional>
namespace zelda64 {
std::filesystem::path get_asset_path(const char* asset);
void open_file_dialog(std::function<void(bool success, const std::filesystem::path& path)> callback);
void show_error_message_box(const char *title, const char *message);
// Apple specific methods that usually require Objective-C. Implemented in support_apple.mm.
#ifdef __APPLE__
void dispatch_on_ui_thread(std::function<void()> func);
std::optional<std::filesystem::path> get_application_support_directory();
std::filesystem::path get_bundle_resource_directory();
std::filesystem::path get_bundle_directory();
#endif
}
#endif

1
lib/N64ModernRuntime Submodule

@ -0,0 +1 @@
Subproject commit ec56fb39b0d295d9636cb60e252088d7b23c7ac9

@ -1 +1 @@
Subproject commit 92ae002acf9c344fed5575d6def79fb6a8207181
Subproject commit ca146dbd312e91afeacb8e2b0e8702c33db35de6

6
njpgdspMain.us.rev1.toml Normal file
View File

@ -0,0 +1,6 @@
text_offset = 0xC438B0
text_size = 0xAF0
text_address = 0x04001080
rom_file_path = "mm.us.rev1.rom_uncompressed.z64"
output_file_path = "rsp/njpgdspMain.cpp"
output_function_name = "njpgdspMain"

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@ -5,5 +5,16 @@
elf_path = "patches/patches.elf"
output_func_path = "RecompiledPatches"
single_file_output = true
# Allow absolute symbols to be used as jump targets
# Allow absolute symbols to be used as jump targets.
use_absolute_symbols = true
# Point the recompiler at the symbol files so that it can resolve relocations during recompilation.
func_reference_syms_file = "Zelda64RecompSyms/mm.us.rev1.syms.toml"
data_reference_syms_files = [ "Zelda64RecompSyms/mm.us.rev1.datasyms.toml", "Zelda64RecompSyms/mm.us.rev1.datasyms_static.toml", "patches/custom_syms.toml" ]
# Tell the recompiler to write the output binary. Doing this instead of using objcopy allows the recompiler to patch MIPS32 relocs.
output_binary_path = "patches/patches.bin"
# Do not emit warnings for unpaired LO16 values, as clang produces many of them.
unpaired_lo16_warnings = false
# Allow exporting functions and events for mods to use.
allow_exports = true
# # Enable strict patch mode, validates that patched symbols exist and that non-patch functions aren't symbols.
strict_patch_mode = true

1
patches/.gitignore vendored
View File

@ -3,3 +3,4 @@
*.elf
*.bin
./funcs.h
patches.map

View File

@ -1,25 +1,18 @@
TARGET = patches.elf
CC := clang
LD := ld.lld
OBJCOPY := llvm-objcopy
CC ?= clang
LD ?= ld.lld
CFLAGS := -target mips -mips2 -mabi=32 -O2 -G0 -mno-abicalls -mno-odd-spreg -mno-check-zero-division \
-fomit-frame-pointer -ffast-math -fno-unsafe-math-optimizations -fno-builtin-memset \
-Wall -Wextra -Wno-incompatible-library-redeclaration -Wno-unused-parameter -Wno-unknown-pragmas -Wno-unused-variable -Wno-missing-braces -Wno-unsupported-floating-point-opt
CPPFLAGS := -nostdinc -D_LANGUAGE_C -DMIPS -I dummy_headers -I ../lib/mm-decomp/include -I ../lib/mm-decomp/src -I ../lib/mm-decomp/assets -I../lib/rt64/include
LDFLAGS := -nostdlib -T patches.ld -T syms.ld --just-symbols=../mm.us.rev1.elf --allow-multiple-definition
BINFLAGS := -O binary --remove-section=.bss --remove-section=.pad --remove-section=.text
LDFLAGS := -nostdlib -T patches.ld -T syms.ld -Map patches.map --unresolved-symbols=ignore-all --emit-relocs
C_SRCS := $(wildcard *.c)
C_OBJS := $(C_SRCS:.c=.o)
C_DEPS := $(C_SRCS:.c=.d)
DATABIN := $(TARGET:.elf=.bin)
$(DATABIN): $(TARGET)
$(OBJCOPY) $(BINFLAGS) $(TARGET) $@
$(TARGET): $(C_OBJS) patches.ld syms.ld
$(LD) $(C_OBJS) $(LDFLAGS) -o $@
@ -27,7 +20,7 @@ $(C_OBJS): %.o : %.c
$(CC) $(CFLAGS) $(CPPFLAGS) $< -MMD -MF $(@:.o=.d) -c -o $@
clean:
rm -rf $(C_OBJS) $(TARGET) $(DATABIN)
rm -rf $(C_OBJS) $(TARGET) $(C_DEPS)
-include $(C_DEPS)

View File

@ -8,7 +8,7 @@ extern FaultClient sActorFaultClient;
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
void ZeldaArena_Free(void* ptr);
void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
RECOMP_PATCH void Actor_CleanupContext(ActorContext* actorCtx, PlayState* play) {
s32 i;
Fault_RemoveClient(&sActorFaultClient);
@ -47,7 +47,7 @@ u32 create_actor_transform_id() {
return ret;
}
void Actor_Init(Actor* actor, PlayState* play) {
RECOMP_PATCH void Actor_Init(Actor* actor, PlayState* play) {
Actor_SetWorldToHome(actor);
Actor_SetShapeRotToWorld(actor);
Actor_SetFocus(actor, 0.0f);
@ -135,7 +135,7 @@ Gfx* pop_post_limb_matrix_group(Gfx* dlist, Actor* actor) {
/*
* Draws the limb at `limbIndex` with a level of detail display lists index by `dListIndex`
*/
void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
LodLimb* limb;
Gfx* dList;
@ -197,7 +197,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3
* Draw all limbs of type `LodLimb` in a given skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
RECOMP_PATCH void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, Actor* actor, s32 lod) {
LodLimb* rootLimb;
s32 pad;
@ -261,7 +261,7 @@ void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, Over
* Draw a limb of type `LodLimb` contained within a flexible skeleton
* Near or far display list is specified via `lod`
*/
void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
s32 lod, Mtx** mtx) {
LodLimb* limb;
@ -332,7 +332,7 @@ void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton,
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor,
s32 lod) {
LodLimb* rootLimb;
@ -403,7 +403,7 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
/*
* Draws the limb of the Skeleton `skeleton` at `limbIndex`
*/
void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* limb;
Gfx* dList;
@ -463,7 +463,7 @@ void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3
/**
* Draw all limbs of type `StandardLimb` in a given skeleton to the polyOpa buffer
*/
void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
RECOMP_PATCH void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDrawOpa overrideLimbDraw,
PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
@ -521,7 +521,7 @@ void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, Over
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor,
Mtx** limbMatricies) {
StandardLimb* limb;
@ -591,7 +591,7 @@ void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton,
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
s32 pad;
@ -661,7 +661,7 @@ void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
CLOSE_DISPS(play->state.gfxCtx);
}
void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
TransformLimbDrawOpa transformLimbDraw, Actor* actor, Mtx** mtx) {
StandardLimb* limb;
@ -744,7 +744,7 @@ void SkelAnime_DrawTransformFlexLimbOpa(PlayState* play, s32 limbIndex, void** s
* coordinates.
* Note that the `TransformLimbDraw` does not have a NULL check, so must be provided even if empty.
*/
void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,
TransformLimbDrawOpa transformLimbDraw, Actor* actor) {
StandardLimb* rootLimb;
@ -825,7 +825,7 @@ void SkelAnime_DrawTransformFlexOpa(PlayState* play, void** skeleton, Vec3s* joi
* Draws the Skeleton `skeleton`'s limb at index `limbIndex`. Appends all generated graphics commands to
* `gfx`. Returns a pointer to the next gfx to be appended to.
*/
Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
StandardLimb* limb;
Gfx* dList;
@ -884,7 +884,7 @@ Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s*
* Draws the Skeleton `skeleton` Appends all generated graphics to `gfx`, and returns a pointer to the
* next gfx to be appended to.
*/
Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
RECOMP_PATCH Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
StandardLimb* rootLimb;
s32 pad;
@ -944,7 +944,7 @@ Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, Overrid
/**
* Draw a limb of type `StandardLimb` contained within a flexible skeleton to the specified display buffer
*/
Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
RECOMP_PATCH Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s* jointTable,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Mtx** mtx,
Gfx* gfx) {
StandardLimb* limb;
@ -1014,7 +1014,7 @@ Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec
* Limbs in a flexible skeleton have meshes that can stretch to line up with other limbs.
* An array of matrices is dynamically allocated so each limb can access any transform to ensure its meshes line up.
*/
Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
RECOMP_PATCH Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount,
OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, Gfx* gfx) {
StandardLimb* rootLimb;
s32 pad;
@ -1085,7 +1085,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
extern MtxF gSkinLimbMatrices[];
void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
RECOMP_PATCH void Skin_DrawImpl(Actor* actor, PlayState* play, Skin* skin, SkinPostDraw postDraw,
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags) {
s32 i;
SkinLimb** skeleton;
@ -1145,7 +1145,7 @@ close_disps:;
CLOSE_DISPS(gfxCtx);
}
__attribute__((noinline)) s32 scan_for_matrices(Gfx* start, Gfx* end) {
s32 scan_for_matrices(Gfx* start, Gfx* end) {
s32 matrix_count = 0;
Gfx* cur = start;
// Count any G_MTX commands between the start and end commands.
@ -1201,7 +1201,7 @@ void tag_actor_displaylists(Actor* actor, PlayState* play, Gfx* opa_start, Gfx*
}
// @recomp Patched to automatically add transform tagging to actor matrices based on what DL commands they write in their draw function
void Actor_Draw(PlayState* play, Actor* actor) {
RECOMP_PATCH void Actor_Draw(PlayState* play, Actor* actor) {
Lights* light;
OPEN_DISPS(play->state.gfxCtx);

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patches/autosaving.c Normal file
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@ -0,0 +1,814 @@
#include "patches.h"
#include "play_patches.h"
#include "z64save.h"
#include "z64horse.h"
#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.h"
#include "misc_funcs.h"
#define SAVE_TYPE_AUTOSAVE 2
u8 gCanPause;
s32 ShrinkWindow_Letterbox_GetSizeTarget(void);
void ShrinkWindow_Letterbox_SetSizeTarget(s32 target);
// @recomp Patched function to set a global variable if the player can pause
RECOMP_PATCH void KaleidoSetup_Update(PlayState* play) {
Input* input = CONTROLLER1(&play->state);
MessageContext* msgCtx = &play->msgCtx;
Player* player = GET_PLAYER(play);
PauseContext* pauseCtx = &play->pauseCtx;
if (CHECK_BTN_ALL(input->cur.button, BTN_R)) {
if (msgCtx && msgCtx) {}
}
if ((pauseCtx->state == PAUSE_STATE_OFF) && (pauseCtx->debugEditor == DEBUG_EDITOR_NONE) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE)) {
if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
if ((gSaveContext.save.cutsceneIndex < 0xFFF0) && (gSaveContext.nextCutsceneIndex < 0xFFF0)) {
if (!Play_InCsMode(play) || ((msgCtx->msgMode != MSGMODE_NONE) && (msgCtx->currentTextId == 0xFF))) {
if ((play->unk_1887C < 2) && (gSaveContext.magicState != MAGIC_STATE_STEP_CAPACITY) &&
(gSaveContext.magicState != MAGIC_STATE_FILL)) {
if (!CHECK_EVENTINF(EVENTINF_17) && !(player->stateFlags1 & PLAYER_STATE1_20)) {
if (!(play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON) &&
!(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) {
if (!play->actorCtx.isOverrideInputOn) {
if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
gSaveContext.prevHudVisibility = gSaveContext.hudVisibility;
pauseCtx->itemDescriptionOn = false;
pauseCtx->state = PAUSE_STATE_OPENING_0;
func_800F4A10(play);
// Set next page mode to scroll left
pauseCtx->nextPageMode = pauseCtx->pageIndex * 2 + 1;
Audio_SetPauseState(true);
}
// @recomp Create a variable to check if the player can pause or not, which is used to determine when to autosave
else {
gCanPause = true;
}
}
if (pauseCtx->state == PAUSE_STATE_OPENING_0) {
GameState_SetFramerateDivisor(&play->state, 2);
if (ShrinkWindow_Letterbox_GetSizeTarget() != 0) {
ShrinkWindow_Letterbox_SetSizeTarget(0);
}
Audio_PlaySfx_PauseMenuOpenOrClose(SFX_PAUSE_MENU_OPEN);
}
}
}
}
}
}
}
}
}
void Sram_SyncWriteToFlash(SramContext* sramCtx, s32 curPage, s32 numPages);
void recomp_reset_autosave_timer();
void recomp_reset_autosave_timer_slow();
RECOMP_EXPORT void recomp_do_autosave(PlayState* play) {
// Transfer the scene flags into the cycle flags.
Play_SaveCycleSceneFlags(&play->state);
// Transfer the cycle flags into the save buffer. Logic copied from func_8014546C.
for (s32 i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.save.saveInfo.permanentSceneFlags[i].chest = gSaveContext.cycleSceneFlags[i].chest;
gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0 = gSaveContext.cycleSceneFlags[i].switch0;
gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1 = gSaveContext.cycleSceneFlags[i].switch1;
gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom = gSaveContext.cycleSceneFlags[i].clearedRoom;
gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible = gSaveContext.cycleSceneFlags[i].collectible;
}
s32 fileNum = gSaveContext.fileNum;
gSaveContext.save.isOwlSave = SAVE_TYPE_AUTOSAVE;
gSaveContext.save.saveInfo.checksum = 0;
gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext, offsetof(SaveContext, fileNum));
SramContext* sramCtx = &play->sramCtx;
// Copy the saved parts of the global save context into the sram saving buffer.
Lib_MemCpy(sramCtx->saveBuf, &gSaveContext, offsetof(SaveContext, fileNum));
// Synchronously save into the owl save slot and the backup owl save slot.
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2], gFlashOwlSaveNumPages[fileNum * 2]);
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2 + 1], gFlashOwlSaveNumPages[fileNum * 2 + 1]);
gSaveContext.save.isOwlSave = false;
}
bool loading_deletes_owl_save = true;
// @recomp_export void recomp_set_loading_deletes_owl_save(bool new_val): Set whether loading an owl save should also delete it.
RECOMP_EXPORT void recomp_set_loading_deletes_owl_save(bool new_val)
{
loading_deletes_owl_save = new_val;
}
// @recomp Do not clear the save if the save was an autosave, or if mods have disabled save deletion.
RECOMP_PATCH void func_80147314(SramContext* sramCtx, s32 fileNum) {
s32 save_type = gSaveContext.save.isOwlSave;
gSaveContext.save.isOwlSave = false;
// @recomp Prevent owl save/autosave deletion if autosaving is enabled, and...
// @recomp_use_export_var loading_deletes_owl_save: Prevent owl save deletion if mods disable it.
if (!recomp_get_autosave_enabled() && loading_deletes_owl_save) {
gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
gSaveContext.save.saveInfo.playerData.newf[2] = '\0';
gSaveContext.save.saveInfo.playerData.newf[3] = '\0';
gSaveContext.save.saveInfo.playerData.newf[4] = '\0';
gSaveContext.save.saveInfo.playerData.newf[5] = '\0';
gSaveContext.save.saveInfo.checksum = 0;
gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext, offsetof(SaveContext, fileNum));
Lib_MemCpy(sramCtx->saveBuf, &gSaveContext, offsetof(SaveContext, fileNum));
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2], gFlashOwlSaveNumPages[fileNum * 2]);
//! Note: should be `gFlashOwlSaveNumPages[fileNum * 2 + 1]`?
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2 + 1], gFlashOwlSaveNumPages[fileNum * 2]);
gSaveContext.save.isOwlSave = true;
gSaveContext.save.saveInfo.playerData.newf[0] = 'Z';
gSaveContext.save.saveInfo.playerData.newf[1] = 'E';
gSaveContext.save.saveInfo.playerData.newf[2] = 'L';
gSaveContext.save.saveInfo.playerData.newf[3] = 'D';
gSaveContext.save.saveInfo.playerData.newf[4] = 'A';
gSaveContext.save.saveInfo.playerData.newf[5] = '3';
}
}
void delete_owl_save(SramContext* sramCtx, s32 fileNum) {
gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
gSaveContext.save.saveInfo.playerData.newf[2] = '\0';
gSaveContext.save.saveInfo.playerData.newf[3] = '\0';
gSaveContext.save.saveInfo.playerData.newf[4] = '\0';
gSaveContext.save.saveInfo.playerData.newf[5] = '\0';
gSaveContext.save.saveInfo.checksum = 0;
gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext, offsetof(SaveContext, fileNum));
Lib_MemCpy(sramCtx->saveBuf, &gSaveContext, offsetof(SaveContext, fileNum));
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2], gFlashOwlSaveNumPages[fileNum * 2]);
Sram_SyncWriteToFlash(sramCtx, gFlashOwlSaveStartPages[fileNum * 2 + 1], gFlashOwlSaveNumPages[fileNum * 2 + 1]);
gSaveContext.save.saveInfo.playerData.newf[0] = 'Z';
gSaveContext.save.saveInfo.playerData.newf[1] = 'E';
gSaveContext.save.saveInfo.playerData.newf[2] = 'L';
gSaveContext.save.saveInfo.playerData.newf[3] = 'D';
gSaveContext.save.saveInfo.playerData.newf[4] = 'A';
gSaveContext.save.saveInfo.playerData.newf[5] = '3';
}
// @recomp Patched to delete owl saves when making regular saves.
RECOMP_PATCH void func_8014546C(SramContext* sramCtx) {
s32 i;
if (gSaveContext.save.isOwlSave) {
for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.save.saveInfo.permanentSceneFlags[i].chest = gSaveContext.cycleSceneFlags[i].chest;
gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0 = gSaveContext.cycleSceneFlags[i].switch0;
gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1 = gSaveContext.cycleSceneFlags[i].switch1;
gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom = gSaveContext.cycleSceneFlags[i].clearedRoom;
gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible = gSaveContext.cycleSceneFlags[i].collectible;
}
gSaveContext.save.saveInfo.checksum = 0;
gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext, offsetof(SaveContext, fileNum));
Lib_MemCpy(sramCtx->saveBuf, &gSaveContext, offsetof(SaveContext, fileNum));
} else {
// @recomp Delete the owl save.
delete_owl_save(sramCtx, gSaveContext.fileNum);
// @recomp Reset the autosave timer.
recomp_reset_autosave_timer();
for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.save.saveInfo.permanentSceneFlags[i].chest = gSaveContext.cycleSceneFlags[i].chest;
gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0 = gSaveContext.cycleSceneFlags[i].switch0;
gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1 = gSaveContext.cycleSceneFlags[i].switch1;
gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom = gSaveContext.cycleSceneFlags[i].clearedRoom;
gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible = gSaveContext.cycleSceneFlags[i].collectible;
}
gSaveContext.save.saveInfo.checksum = 0;
gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext.save, sizeof(Save));
if (gSaveContext.flashSaveAvailable) {
Lib_MemCpy(sramCtx->saveBuf, &gSaveContext, sizeof(Save));
Lib_MemCpy(&sramCtx->saveBuf[0x2000], &gSaveContext.save, sizeof(Save));
}
}
}
extern u16 D_801F6AF0;
extern u8 D_801F6AF2;
// @recomp Patched to call the new owl save deletion function.
RECOMP_PATCH void Sram_EraseSave(FileSelectState* fileSelect2, SramContext* sramCtx, s32 fileNum) {
FileSelectState* fileSelect = fileSelect2;
s32 pad;
if (gSaveContext.flashSaveAvailable) {
if (fileSelect->isOwlSave[fileNum + 2]) {
// @recomp Call the new owl save deletion function.
delete_owl_save(sramCtx, fileNum);
fileSelect->isOwlSave[fileNum + 2] = false;
}
bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, sizeof(Save));
}
gSaveContext.save.time = D_801F6AF0;
gSaveContext.flashSaveAvailable = D_801F6AF2;
}
SaveContext prev_save_ctx;
int bcmp_recomp(void* __s1, void* __s2, int __n);
#define SAVE_COMPARE_MEMBER(ctx1, ctx2, member) \
if ((ctx1)->member != ((ctx2)->member)) { \
return true; \
}
#define SAVE_COMPARE_MEMBER_ARRAY(ctx1, ctx2, member) \
if (bcmp_recomp(&(ctx1)->member, &(ctx2)->member, sizeof((ctx1)->member))) { \
recomp_printf(#member " differed\n"); \
return true; \
}
bool autosave_compare_saves(SaveContext* a, SaveContext* b) {
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.playerData.healthCapacity);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.playerData.isMagicAcquired);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.playerData.isDoubleMagicAcquired);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.playerData.doubleDefense);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.playerData.owlActivationFlags);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.inventory.items);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.inventory.upgrades);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.inventory.questItems);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.inventory.dungeonItems);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.inventory.dungeonKeys);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.inventory.strayFairies);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.permanentSceneFlags);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.dekuPlaygroundHighScores);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.scenesVisible);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.stolenItems);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.highScores);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.weekEventReg);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.regionsVisited);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.worldMapCloudVisibility);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.scarecrowSpawnSongSet);
SAVE_COMPARE_MEMBER_ARRAY(a, b, save.saveInfo.scarecrowSpawnSong);
// SAVE_COMPARE_MEMBER_ARRAY(a, b, eventInf);
return false;
}
Gfx* Gfx_DrawRect_DropShadow(Gfx* gfx, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy,
s16 r, s16 g, s16 b, s16 a);
int autosave_icon_counter = 0;
#define AUTOSAVE_ICON_FADE_OUT_FRAMES 5
#define AUTOSAVE_ICON_FADE_IN_FRAMES 5
#define AUTOSAVE_ICON_SHOW_FRAMES 30
#define AUTOSAVE_ICON_TOTAL_FRAMES (AUTOSAVE_ICON_FADE_IN_FRAMES + AUTOSAVE_ICON_SHOW_FRAMES + AUTOSAVE_ICON_FADE_OUT_FRAMES)
#define AUTOSAVE_ICON_WIDTH 24
#define AUTOSAVE_ICON_HEIGHT 16
#define AUTOSAVE_ICON_DRAW_WIDTH (AUTOSAVE_ICON_WIDTH * 3 / 4)
#define AUTOSAVE_ICON_DRAW_HEIGHT (AUTOSAVE_ICON_HEIGHT * 3 / 4)
#define AUTOSAVE_ICON_X (SCREEN_WIDTH - AUTOSAVE_ICON_DRAW_WIDTH - 4)
#define AUTOSAVE_ICON_Y (SCREEN_HEIGHT - AUTOSAVE_ICON_DRAW_HEIGHT - 4)
INCBIN(autosave_icon, "autosave.rgba32.bin");
Gfx* GfxEx_DrawRect_DropShadow(Gfx* gfx, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy,
s16 r, s16 g, s16 b, s16 a, u16 origin) {
s16 dropShadowAlpha = a;
if (a > 100) {
dropShadowAlpha = 100;
}
gDPPipeSync(gfx++);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, dropShadowAlpha);
gEXTextureRectangle(gfx++, origin, origin, (rectLeft + 2) * 4, (rectTop + 2) * 4, (rectLeft + rectWidth + 2) * 4,
(rectTop + rectHeight + 2) * 4, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
gDPPipeSync(gfx++);
gDPSetPrimColor(gfx++, 0, 0, r, g, b, a);
gEXTextureRectangle(gfx++, origin, origin, rectLeft * 4, rectTop * 4, (rectLeft + rectWidth) * 4, (rectTop + rectHeight) * 4,
G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
return gfx;
}
bool autosave_was_ready = false;
s32 recomp_autosave_debug_enabled() {
return 0;
}
void draw_autosave_icon(PlayState* play) {
s32 alpha = 0;
if (autosave_icon_counter > (AUTOSAVE_ICON_SHOW_FRAMES + AUTOSAVE_ICON_FADE_OUT_FRAMES)) {
alpha = (255 * (AUTOSAVE_ICON_FADE_IN_FRAMES - (autosave_icon_counter - AUTOSAVE_ICON_SHOW_FRAMES - AUTOSAVE_ICON_FADE_OUT_FRAMES))) / AUTOSAVE_ICON_FADE_IN_FRAMES;
}
else if (autosave_icon_counter > AUTOSAVE_ICON_FADE_OUT_FRAMES) {
alpha = 255;
}
else if (autosave_icon_counter > 0) {
alpha = (255 * autosave_icon_counter) / AUTOSAVE_ICON_FADE_OUT_FRAMES;
}
if (autosave_icon_counter > 0) {
autosave_icon_counter--;
}
OPEN_DISPS(play->state.gfxCtx);
if (alpha != 0) {
gEXForceUpscale2D(OVERLAY_DISP++, 1);
gDPLoadTextureBlock(OVERLAY_DISP++, autosave_icon, G_IM_FMT_RGBA, G_IM_SIZ_32b, AUTOSAVE_ICON_WIDTH, AUTOSAVE_ICON_HEIGHT, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
OVERLAY_DISP = GfxEx_DrawRect_DropShadow(OVERLAY_DISP, AUTOSAVE_ICON_X - SCREEN_WIDTH, AUTOSAVE_ICON_Y, AUTOSAVE_ICON_DRAW_WIDTH, AUTOSAVE_ICON_DRAW_HEIGHT,
(s32)(1024.0f * AUTOSAVE_ICON_WIDTH / AUTOSAVE_ICON_DRAW_WIDTH), (s32)(1024.0f * AUTOSAVE_ICON_HEIGHT / AUTOSAVE_ICON_DRAW_HEIGHT),
255, 255, 255, alpha, G_EX_ORIGIN_RIGHT);
gEXForceUpscale2D(OVERLAY_DISP++, 0);
}
if (recomp_autosave_debug_enabled() && autosave_was_ready) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 0, 0, 255);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE);
gEXFillRectangle(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, 0, SCREEN_HEIGHT - 10, 20, SCREEN_HEIGHT);
}
CLOSE_DISPS(play->state.gfxCtx);
}
RECOMP_EXPORT void recomp_show_autosave_icon() {
autosave_icon_counter = AUTOSAVE_ICON_TOTAL_FRAMES;
}
RECOMP_EXPORT u32 recomp_autosave_interval() {
return 2 * 60 * 1000;
}
#define MIN_FRAMES_SINCE_CHANGED 10
#define MIN_FRAMES_SINCE_READY 20
OSTime last_autosave_time = 0;
u32 extra_autosave_delay_milliseconds = 0;
bool reached_final_three_hours() {
// Logic copied with modifications from Interface_DrawClock.
if ((CURRENT_DAY >= 4) ||
((CURRENT_DAY == 3) && (CURRENT_TIME >= CLOCK_TIME(3, 0)) && (CURRENT_TIME < CLOCK_TIME(6, 0)))
) {
return true;
}
return false;
}
RECOMP_EXPORT void recomp_reset_autosave_timer() {
last_autosave_time = osGetTime();
extra_autosave_delay_milliseconds = 0;
}
RECOMP_EXPORT void recomp_reset_autosave_timer_slow() {
// Set the most recent autosave time in the future to give extra time before an autosave triggers.
last_autosave_time = osGetTime();
extra_autosave_delay_milliseconds = 2 * 60 * 1000;
}
void autosave_post_play_update(PlayState* play) {
static int frames_since_save_changed = 0;
static int frames_since_autosave_ready = 0;
if (recomp_get_autosave_enabled()) {
if (autosave_compare_saves(&gSaveContext, &prev_save_ctx)) {
frames_since_save_changed = 0;
Lib_MemCpy(&prev_save_ctx, &gSaveContext, offsetof(SaveContext, fileNum));
}
else {
frames_since_save_changed++;
}
OSTime time_now = osGetTime();
// Check the following conditions:
// * The UI is in a normal state.
// * Time is passing.
// * No message is on screen.
// * The game is not paused.
// * No cutscene is running.
// * The game is not in cutscene mode.
// * The clock has not reached the final 3 hours.
// * The player is allowed to pause.
if (gSaveContext.hudVisibility == HUD_VISIBILITY_ALL &&
R_TIME_SPEED != 0 &&
!Environment_IsTimeStopped() &&
play->msgCtx.msgMode == MSGMODE_NONE &&
play->pauseCtx.state == PAUSE_STATE_OFF &&
gSaveContext.save.cutsceneIndex < 0xFFF0 &&
!Play_InCsMode(play) &&
!reached_final_three_hours() &&
gCanPause
) {
frames_since_autosave_ready++;
autosave_was_ready = true;
}
else {
frames_since_autosave_ready = 0;
autosave_was_ready = false;
}
// Check if the frame count thresholds for the save data remaining unchanged and autosaving being ready have both been met
// and that enough time has passed since the previous autosave to create a new one.
if (frames_since_save_changed >= MIN_FRAMES_SINCE_CHANGED &&
frames_since_autosave_ready >= MIN_FRAMES_SINCE_READY &&
time_now - last_autosave_time > (OS_USEC_TO_CYCLES(1000 * (recomp_autosave_interval() + extra_autosave_delay_milliseconds)))
) {
recomp_do_autosave(play);
recomp_show_autosave_icon();
recomp_reset_autosave_timer();
}
}
else {
// Update the last autosave time to the current time to prevent autosaving immediately if autosaves are turned back on.
recomp_reset_autosave_timer();
}
gCanPause = false;
}
void autosave_init() {
recomp_reset_autosave_timer_slow();
Lib_MemCpy(&prev_save_ctx, &gSaveContext, offsetof(SaveContext, fileNum));
}
extern s32 gFlashSaveSizes[];
extern u16 D_801C6A58[];
#define CHECK_NEWF(newf) \
((newf)[0] != 'Z' || (newf)[1] != 'E' || (newf)[2] != 'L' || (newf)[3] != 'D' || (newf)[4] != 'A' || \
(newf)[5] != '3')
typedef struct {
/* 0x00 */ s16 csId;
/* 0x02 */ s16 length;
/* 0x04 */ s16 endCsId;
/* 0x06 */ s16 subCamId;
/* 0x08 */ Actor* targetActor;
/* 0x0C */ s32 startMethod;
/* 0x10 */ PlayState* play;
/* 0x14 */ s16 retCamId;
/* 0x16 */ s16 isCameraStored;
} CutsceneManager; // size = 0x18
extern CutsceneManager sCutsceneMgr;
extern ActorCutscene* sSceneCutsceneList;
extern s16 sSceneCutsceneCount;
bool skip_entry_cutscene = false;
// @recomp Patched to skip the entrance cutscene if the flag is enabled.
RECOMP_PATCH s16 CutsceneManager_FindEntranceCsId(void) {
PlayState* play;
s32 csId;
for (csId = 0; csId < sSceneCutsceneCount; csId++) {
//! FAKE:
if ((sSceneCutsceneList[csId].scriptIndex != CS_SCRIPT_ID_NONE) &&
(sSceneCutsceneList[csId].scriptIndex < (play = sCutsceneMgr.play)->csCtx.scriptListCount) &&
(sCutsceneMgr.play->curSpawn ==
sCutsceneMgr.play->csCtx.scriptList[sSceneCutsceneList[csId].scriptIndex].spawn)) {
// @recomp Check if the entry cutscene should be skipped and do so.
if (skip_entry_cutscene) {
skip_entry_cutscene = false;
return -1;
}
return csId;
}
}
for (csId = 0; csId < sSceneCutsceneCount; csId++) {
if ((sSceneCutsceneList[csId].customValue >= 100) &&
(sSceneCutsceneList[csId].customValue == (sCutsceneMgr.play->curSpawn + 100))) {
return csId;
}
}
return -1;
}
s32 spawn_entrance_from_autosave_entrance(s16 autosave_entrance) {
s32 scene_id = Entrance_GetSceneIdAbsolute(gSaveContext.save.entrance);
recomp_printf("Loaded entrance: %d in scene: %d\n", autosave_entrance, scene_id);
switch (scene_id) {
default:
return ENTRANCE(SOUTH_CLOCK_TOWN, 0);
case SCENE_MITURIN: // Woodfall Temple
case SCENE_MITURIN_BS: // Odolwa's Lair
return ENTRANCE(WOODFALL_TEMPLE, 0);
case SCENE_HAKUGIN: // Snowhead Temple
case SCENE_HAKUGIN_BS: // Goht's Lair
return ENTRANCE(SNOWHEAD_TEMPLE, 0);
case SCENE_SEA: // Great Bay Temple
case SCENE_SEA_BS: // Gyorg's Lair
return ENTRANCE(GREAT_BAY_TEMPLE, 0);
case SCENE_INISIE_N: // Stone Tower Temple
return ENTRANCE(STONE_TOWER_TEMPLE, 0);
case SCENE_INISIE_R: // Inverted Stone Tower Temple
case SCENE_INISIE_BS: // Twinmold's Lair
return ENTRANCE(STONE_TOWER_TEMPLE_INVERTED, 0);
}
}
RECOMP_DECLARE_EVENT(recomp_on_load_save(FileSelectState* fileSelect, SramContext* sramCtx));
RECOMP_DECLARE_EVENT(recomp_after_load_save(FileSelectState* fileSelect, SramContext* sramCtx));
// @recomp Patched to change the entrance for autosaves and initialize autosaves.
RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
s32 i;
s32 pad;
s32 phi_t1 = 0;
s32 pad1;
s32 fileNum;
// @recomp_event recomp_on_load_save(FileSelectState* fileSelect, SramContext* sramCtx): A save-file was just chosen.
recomp_on_load_save(fileSelect, sramCtx);
if (gSaveContext.flashSaveAvailable) {
bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
if (gSaveContext.fileNum == 0xFF) {
SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[0], gFlashSaveNumPages[0]);
} else if (fileSelect->isOwlSave[gSaveContext.fileNum + 2]) {
phi_t1 = gSaveContext.fileNum + 2;
phi_t1 *= 2;
if (SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[phi_t1], gFlashSaveNumPages[phi_t1]) != 0) {
SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[phi_t1 + 1],
gFlashSaveNumPages[phi_t1 + 1]);
}
} else {
phi_t1 = gSaveContext.fileNum;
phi_t1 *= 2;
if (SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[phi_t1], gFlashSaveNumPages[phi_t1]) != 0) {
SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[phi_t1 + 1],
gFlashSaveNumPages[phi_t1 + 1]);
}
}
Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, gFlashSaveSizes[phi_t1]);
if (CHECK_NEWF(gSaveContext.save.saveInfo.playerData.newf)) {
SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[phi_t1 + 1], gFlashSaveNumPages[phi_t1 + 1]);
Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, gFlashSaveSizes[phi_t1]);
}
}
gSaveContext.save.saveInfo.playerData.magicLevel = 0;
if (!gSaveContext.save.isOwlSave) {
for (i = 0; i < ARRAY_COUNT(gSaveContext.eventInf); i++) {
gSaveContext.eventInf[i] = 0;
}
for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.cycleSceneFlags[i].chest = gSaveContext.save.saveInfo.permanentSceneFlags[i].chest;
gSaveContext.cycleSceneFlags[i].switch0 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0;
gSaveContext.cycleSceneFlags[i].switch1 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1;
gSaveContext.cycleSceneFlags[i].clearedRoom = gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom;
gSaveContext.cycleSceneFlags[i].collectible = gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible;
}
for (i = 0; i < TIMER_ID_MAX; i++) {
gSaveContext.timerStates[i] = TIMER_STATE_OFF;
gSaveContext.timerCurTimes[i] = SECONDS_TO_TIMER(0);
gSaveContext.timerTimeLimits[i] = SECONDS_TO_TIMER(0);
gSaveContext.timerStartOsTimes[i] = 0;
gSaveContext.timerStopTimes[i] = SECONDS_TO_TIMER(0);
gSaveContext.timerPausedOsTimes[i] = 0;
}
if (gSaveContext.save.isFirstCycle) {
gSaveContext.save.entrance = ENTRANCE(SOUTH_CLOCK_TOWN, 0);
gSaveContext.save.day = 0;
gSaveContext.save.time = CLOCK_TIME(6, 0) - 1;
} else {
gSaveContext.save.entrance = ENTRANCE(CUTSCENE, 0);
gSaveContext.nextCutsceneIndex = 0;
gSaveContext.save.playerForm = PLAYER_FORM_HUMAN;
}
}
// @recomp Handle autosaves.
else if (gSaveContext.save.isOwlSave == SAVE_TYPE_AUTOSAVE) {
gSaveContext.save.entrance = spawn_entrance_from_autosave_entrance(gSaveContext.save.entrance);
// Skip the turtle cutscene that happens when entering Great Bay Temple.
if (gSaveContext.save.entrance == ENTRANCE(GREAT_BAY_TEMPLE, 0)) {
skip_entry_cutscene = true;
}
for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.cycleSceneFlags[i].chest = gSaveContext.save.saveInfo.permanentSceneFlags[i].chest;
gSaveContext.cycleSceneFlags[i].switch0 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0;
gSaveContext.cycleSceneFlags[i].switch1 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1;
gSaveContext.cycleSceneFlags[i].clearedRoom = gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom;
gSaveContext.cycleSceneFlags[i].collectible = gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible;
}
if (gSaveContext.save.saveInfo.scarecrowSpawnSongSet) {
Lib_MemCpy(gScarecrowSpawnSongPtr, gSaveContext.save.saveInfo.scarecrowSpawnSong,
sizeof(gSaveContext.save.saveInfo.scarecrowSpawnSong));
for (i = 0; i != ARRAY_COUNT(gSaveContext.save.saveInfo.scarecrowSpawnSong); i++) {}
}
fileNum = gSaveContext.fileNum;
func_80147314(sramCtx, fileNum);
}
else {
gSaveContext.save.entrance = D_801C6A58[(void)0, gSaveContext.save.owlWarpId];
if ((gSaveContext.save.entrance == ENTRANCE(SOUTHERN_SWAMP_POISONED, 10)) &&
CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) {
gSaveContext.save.entrance = ENTRANCE(SOUTHERN_SWAMP_CLEARED, 10);
} else if ((gSaveContext.save.entrance == ENTRANCE(MOUNTAIN_VILLAGE_WINTER, 8)) &&
CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_SNOWHEAD_TEMPLE)) {
gSaveContext.save.entrance = ENTRANCE(MOUNTAIN_VILLAGE_SPRING, 8);
}
for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.cycleSceneFlags[i].chest = gSaveContext.save.saveInfo.permanentSceneFlags[i].chest;
gSaveContext.cycleSceneFlags[i].switch0 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0;
gSaveContext.cycleSceneFlags[i].switch1 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1;
gSaveContext.cycleSceneFlags[i].clearedRoom = gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom;
gSaveContext.cycleSceneFlags[i].collectible = gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible;
}
if (gSaveContext.save.saveInfo.scarecrowSpawnSongSet) {
Lib_MemCpy(gScarecrowSpawnSongPtr, gSaveContext.save.saveInfo.scarecrowSpawnSong,
sizeof(gSaveContext.save.saveInfo.scarecrowSpawnSong));
for (i = 0; i != ARRAY_COUNT(gSaveContext.save.saveInfo.scarecrowSpawnSong); i++) {}
}
fileNum = gSaveContext.fileNum;
func_80147314(sramCtx, fileNum);
}
// @recomp Initialize the autosave state tracking.
autosave_init();
// @recomp_event recomp_after_load_save(FileSelectState* fileSelect, SramContext* sramCtx): The save has finished loading.
recomp_after_load_save(fileSelect, sramCtx);
}
bool moon_crash_resets_save = true;
// @recomp_export void recomp_set_moon_crash_resets_save(bool new_val): Set whether a moon crash should revert the player's save data.
RECOMP_EXPORT void recomp_set_moon_crash_resets_save(bool new_val)
{
moon_crash_resets_save = new_val;
}
extern s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
RECOMP_DECLARE_EVENT(recomp_on_moon_crash(SramContext* sramCtx));
RECOMP_DECLARE_EVENT(recomp_after_moon_crash(SramContext* sramCtx));
// @recomp Reset the autosave timer when the moon crashes.
RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
s32 i;
s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
// @recomp_event recomp_on_moon_crash(SramContext* sramCtx): A moon crash has just been triggered.
recomp_on_moon_crash(sramCtx);
if (moon_crash_resets_save)
{
bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
if (SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[gSaveContext.fileNum * 2],
gFlashSaveNumPages[gSaveContext.fileNum * 2]) != 0) {
SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[gSaveContext.fileNum * 2 + 1],
gFlashSaveNumPages[gSaveContext.fileNum * 2 + 1]);
}
Lib_MemCpy(&gSaveContext.save, sramCtx->saveBuf, sizeof(Save));
if (CHECK_NEWF(gSaveContext.save.saveInfo.playerData.newf)) {
SysFlashrom_ReadData(sramCtx->saveBuf, gFlashSaveStartPages[gSaveContext.fileNum * 2 + 1],
gFlashSaveNumPages[gSaveContext.fileNum * 2 + 1]);
Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, sizeof(Save));
}
gSaveContext.save.cutsceneIndex = cutsceneIndex;
}
for (i = 0; i < ARRAY_COUNT(gSaveContext.eventInf); i++) {
gSaveContext.eventInf[i] = 0;
}
for (i = 0; i < ARRAY_COUNT(gSaveContext.cycleSceneFlags); i++) {
gSaveContext.cycleSceneFlags[i].chest = gSaveContext.save.saveInfo.permanentSceneFlags[i].chest;
gSaveContext.cycleSceneFlags[i].switch0 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch0;
gSaveContext.cycleSceneFlags[i].switch1 = gSaveContext.save.saveInfo.permanentSceneFlags[i].switch1;
gSaveContext.cycleSceneFlags[i].clearedRoom = gSaveContext.save.saveInfo.permanentSceneFlags[i].clearedRoom;
gSaveContext.cycleSceneFlags[i].collectible = gSaveContext.save.saveInfo.permanentSceneFlags[i].collectible;
}
for (i = 0; i < TIMER_ID_MAX; i++) {
gSaveContext.timerStates[i] = TIMER_STATE_OFF;
gSaveContext.timerCurTimes[i] = SECONDS_TO_TIMER(0);
gSaveContext.timerTimeLimits[i] = SECONDS_TO_TIMER(0);
gSaveContext.timerStartOsTimes[i] = 0;
gSaveContext.timerStopTimes[i] = SECONDS_TO_TIMER(0);
gSaveContext.timerPausedOsTimes[i] = 0;
}
D_801BDAA0 = true;
gHorseIsMounted = false;
gSaveContext.powderKegTimer = 0;
gSaveContext.unk_1014 = 0;
gSaveContext.jinxTimer = 0;
// @recomp Use the slow autosave timer to give the player extra time to respond to the moon crashing to decide if they want to reload their autosave.
recomp_reset_autosave_timer_slow();
// @recomp_event recomp_after_moon_crash(SramContext* sramCtx): The effects of moon crash have been written.
recomp_after_moon_crash(sramCtx);
}
bool owls_save_and_quit = true;
// @recomp_export void recomp_set_owls_save_and_quit(bool new_val): Set if owls should use their code to save and quit. If false is passed, owl saves now do nothing.
RECOMP_EXPORT void recomp_set_owls_save_and_quit(bool new_val)
{
owls_save_and_quit = new_val;
}
RECOMP_DECLARE_EVENT(recomp_on_owl_update(ObjWarpstone* this, PlayState* play));
RECOMP_DECLARE_EVENT(recomp_on_owl_save(ObjWarpstone* this, PlayState* play));
RECOMP_DECLARE_EVENT(recomp_after_owl_save(ObjWarpstone* this, PlayState* play));
// @recomp If autosave is enabled or owl save deletion is disabled, skip the part of the owl statue dialog that talks about the file being deleted on load, since it's not true.
RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
ObjWarpstone* this = (ObjWarpstone*)thisx;
s32 pad;
// @recomp_event recomp_on_owl_update(ObjWarpstone* this, PlayState* play): Allow mods to handle owl update frames.
recomp_on_owl_update(this, play);
if (this->isTalking) {
if (Actor_TextboxIsClosing(&this->dyna.actor, play)) {
this->isTalking = false;
} else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
if (play->msgCtx.choiceIndex != 0) {
// @recomp_event recomp_on_owl_save(ObjWarpstone* this, PlayState* play): The player chose to save from an owl statue.
recomp_on_owl_save(this, play);
Audio_PlaySfx_MessageDecide();
// @recomp_use_export_var owls_save_and_quit: Only use normal owl save if quit flag is set.
if (owls_save_and_quit) {
play->msgCtx.msgMode = MSGMODE_OWL_SAVE_0;
} else {
Message_CloseTextbox(play);
}
play->msgCtx.unk120D6 = 0;
play->msgCtx.unk120D4 = 0;
gSaveContext.save.owlWarpId = OBJ_WARPSTONE_GET_OWL_WARP_ID(&this->dyna.actor);
// @recomp_event recomp_after_owl_save(ObjWarpstone* this, PlayState* play): Owl save is finished.
recomp_after_owl_save(this, play);
} else {
Message_CloseTextbox(play);
}
}
} else if (Actor_ProcessTalkRequest(&this->dyna.actor, &play->state)) {
this->isTalking = true;
} else if (!this->actionFunc(this, play)) {
Actor_OfferTalkNearColChkInfoCylinder(&this->dyna.actor, play);
}
// @recomp_use_export_var loading_deletes_owl_save: Skip the text talking about the save being deleted on load, if autosave is enabled or if owl save deletion is disabled.
if (recomp_get_autosave_enabled() || !loading_deletes_owl_save) {
if (this->isTalking && play->msgCtx.currentTextId == 0xC01 && play->msgCtx.msgBufPos == 269) {
play->msgCtx.msgBufPos = 530;
}
}
Collider_ResetCylinderAC(play, &this->collider.base);
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
}

View File

@ -61,7 +61,7 @@ void edit_billboard_groups(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
RECOMP_PATCH Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
Mtx* ret = Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
if (*current_billboard_state) {
@ -77,7 +77,7 @@ Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
return ret;
}
void Matrix_Init(GameState* gameState) {
RECOMP_PATCH void Matrix_Init(GameState* gameState) {
sMatrixStack = THA_AllocTailAlign16(&gameState->tha, MATRIX_STACK_SIZE * sizeof(MtxF));
sCurrentMatrix = sMatrixStack;
@ -94,7 +94,7 @@ void matrix_play_update(PlayState* play) {
play_billboard_matrix = &play->billboardMtxF;
}
void Matrix_Push(void) {
RECOMP_PATCH void Matrix_Push(void) {
MtxF* prev = sCurrentMatrix;
sCurrentMatrix++;
@ -106,20 +106,20 @@ void Matrix_Push(void) {
*current_billboard_state = *prev_billboard;
}
void Matrix_Pop(void) {
RECOMP_PATCH void Matrix_Pop(void) {
sCurrentMatrix--;
// @recomp Pop the matrix stack billboard state.
current_billboard_state--;
}
void Matrix_Put(MtxF* src) {
RECOMP_PATCH void Matrix_Put(MtxF* src) {
Matrix_MtxFCopy(sCurrentMatrix, src);
// @recomp Update the current billboard state.
*current_billboard_state = (src == play_billboard_matrix);
}
void Matrix_ReplaceRotation(MtxF* mf) {
RECOMP_PATCH void Matrix_ReplaceRotation(MtxF* mf) {
MtxF* cmf = sCurrentMatrix;
f32 acc;
f32 component;
@ -168,7 +168,7 @@ void Matrix_ReplaceRotation(MtxF* mf) {
*current_billboard_state = (mf == play_billboard_matrix);
}
void Matrix_Mult(MtxF* mf, MatrixMode mode) {
RECOMP_PATCH void Matrix_Mult(MtxF* mf, MatrixMode mode) {
MtxF* cmf = Matrix_GetCurrent();
if (mode == MTXMODE_APPLY) {
@ -183,7 +183,7 @@ void Matrix_Mult(MtxF* mf, MatrixMode mode) {
}
}
void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
MtxF* cmf = sCurrentMatrix;
f32 tempX;
f32 tempY;
@ -209,7 +209,7 @@ void Matrix_Translate(f32 x, f32 y, f32 z, MatrixMode mode) {
}
}
void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
MtxF* cmf = sCurrentMatrix;
if (mode == MTXMODE_APPLY) {
@ -233,7 +233,7 @@ void Matrix_Scale(f32 x, f32 y, f32 z, MatrixMode mode) {
}
}
void Matrix_RotateXS(s16 x, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateXS(s16 x, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -300,7 +300,7 @@ void Matrix_RotateXS(s16 x, MatrixMode mode) {
}
}
void Matrix_RotateXF(f32 x, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateXF(f32 x, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -369,7 +369,7 @@ void Matrix_RotateXF(f32 x, MatrixMode mode) {
}
}
void Matrix_RotateXFNew(f32 x) {
RECOMP_PATCH void Matrix_RotateXFNew(f32 x) {
MtxF* cmf = sCurrentMatrix;
s32 pad[2];
f32 sin;
@ -406,7 +406,7 @@ void Matrix_RotateXFNew(f32 x) {
// @recomp Clear the current billboard state.
*current_billboard_state = false;
}
void Matrix_RotateYS(s16 y, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateYS(s16 y, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -473,7 +473,7 @@ void Matrix_RotateYS(s16 y, MatrixMode mode) {
}
}
void Matrix_RotateYF(f32 y, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateYF(f32 y, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -542,7 +542,7 @@ void Matrix_RotateYF(f32 y, MatrixMode mode) {
}
}
void Matrix_RotateZS(s16 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateZS(s16 z, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -611,7 +611,7 @@ void Matrix_RotateZS(s16 z, MatrixMode mode) {
}
}
void Matrix_RotateZF(f32 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateZF(f32 z, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -678,7 +678,7 @@ void Matrix_RotateZF(f32 z, MatrixMode mode) {
}
}
void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
MtxF* cmf = sCurrentMatrix;
f32 temp1;
f32 temp2;
@ -768,7 +768,7 @@ void Matrix_RotateZYX(s16 x, s16 y, s16 z, MatrixMode mode) {
}
}
void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
RECOMP_PATCH void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
MtxF* cmf = sCurrentMatrix;
f32 sinY = Math_SinS(rot->y);
f32 cosY = Math_CosS(rot->y);
@ -829,7 +829,7 @@ void Matrix_SetTranslateRotateYXZ(f32 x, f32 y, f32 z, Vec3s* rot) {
*current_billboard_state = false;
}
void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
MtxF* cmf;
f32 sin;
f32 cos;
@ -926,7 +926,7 @@ void Matrix_RotateAxisF(f32 angle, Vec3f* axis, MatrixMode mode) {
}
}
void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode) {
RECOMP_PATCH void Matrix_RotateAxisS(s16 angle, Vec3f* axis, MatrixMode mode) {
MtxF* cmf;
f32 cos;
f32 sin;

File diff suppressed because it is too large Load Diff

15
patches/camera_patches.h Normal file
View File

@ -0,0 +1,15 @@
#ifndef __CAMERA_PATCHES_H__
#define __CAMERA_PATCHES_H__
#include "z64camera.h"
#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
#define CAM_RODATA_SCALE(x) ((x)*100.0f)
#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
// Load the next value from camera read-only data stored in CameraModeValue
#define GET_NEXT_RO_DATA(values) ((values++)->val)
// Load the next value and scale down from camera read-only data stored in CameraModeValue
#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
#endif

View File

@ -1,9 +1,12 @@
#include "patches.h"
#include "camera_patches.h"
#include "transform_ids.h"
#include "z64cutscene.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
// #define PRINT_CAMERA_INFO
static bool camera_interpolation_forced = false;
static bool camera_skip_interpolation_forced = false;
static bool camera_ignore_tracking = false;
@ -36,6 +39,44 @@ void camera_post_play_update(PlayState* play) {
}
else {
in_kaleido = false;
if (play->activeCamId >= 0 && play->activeCamId < NUM_CAMS) {
Camera *active_cam = play->cameraPtrs[play->activeCamId];
#ifdef PRINT_CAMERA_INFO
recomp_printf("active_cam->setting %d active_cam->mode %d play->sceneId %d\n", active_cam->setting, active_cam->mode, play->sceneId);
#endif
// Dedicated section for workarounds where the heuristic fails to detect the large amount of movements the camera does in these particular areas.
bool force_interpolation = false;
if (active_cam->setting == CAM_SET_BOSS_MAJORA) {
// Majora's Mask final fight. All cameras should transition smoothly during this fight while not in a cutscene.
force_interpolation = true;
}
else if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
force_interpolation =
// Pirates' Fortress Moat. Pushing the switch that unlocks the fortress will cause very large camera movement.
play->sceneId == SCENE_TORIDE ||
// Z-targetting an actor.
active_cam->mode == CAM_MODE_FOLLOWTARGET ||
// Z-targetting nothing.
active_cam->mode == CAM_MODE_TARGET ||
// Z-targetting in battle.
active_cam->mode == CAM_MODE_BATTLE;
}
// TODO: This setting claims "Smoothly and gradually return camera to Player after a cutscene "CONNECT0"". It might be worth it to enable this globally regardless of the scene.
else if (active_cam->setting == CAM_SET_CONNECT0) {
// Stone tower and inverted stone tower. The block puzzles will cause very large camera movement after they're activated.
force_interpolation = play->sceneId == SCENE_F40 || play->sceneId == SCENE_F41;
}
else if (active_cam->setting == CAM_SET_FREE0) {
// Cutscene after Majora fight. The camera zooms out while facing the moon with a very large movement.
force_interpolation = play->sceneId == SCENE_00KEIKOKU && play->csCtx.scriptIndex == 0 && play->csCtx.curFrame <= 98 && gSaveContext.sceneLayer == 8;
}
if (force_interpolation) {
force_camera_interpolation();
}
}
}
}
@ -54,7 +95,7 @@ void force_camera_ignore_tracking() {
camera_ignore_tracking = true;
}
void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ) {
RECOMP_PATCH void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ) {
Vec3f eye;
Vec3f at;
Vec3f up;
@ -76,7 +117,7 @@ void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ)
}
void FileSelect_SetView(FileSelectState* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
RECOMP_PATCH void FileSelect_SetView(FileSelectState* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
Vec3f eye;
Vec3f lookAt;
Vec3f up;
@ -156,7 +197,7 @@ bool should_interpolate_perspective(Vec3f* eye, Vec3f* at) {
/**
* Apply view to POLY_OPA_DISP, POLY_XLU_DISP (and OVERLAY_DISP if ortho)
*/
void View_Apply(View* view, s32 mask) {
RECOMP_PATCH void View_Apply(View* view, s32 mask) {
mask = (view->flags & mask) | (mask >> 4);
// @recomp Determine if the camera should be interpolated this frame.
@ -246,17 +287,12 @@ void Camera_ScaledStepToCeilVec3f(Vec3f* target, Vec3f* cur, f32 xzStepScale, f3
void Camera_SetFocalActorAtOffset(Camera* camera, Vec3f* focalActorPos);
void Camera_SetUpdateRatesSlow(Camera* camera);
Vec3f Camera_Vec3sToVec3f(Vec3s* src);
#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
#define CAM_RODATA_SCALE(x) ((x)*100.0f)
#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
#define GET_NEXT_RO_DATA(values) ((values++)->val)
#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
/**
* Used for many fixed-based camera settings i.e. camera is fixed in rotation, and often position (but not always)
*/
// @recomp Modified to not force interpolation while panning.
s32 Camera_Fixed1(Camera* camera) {
RECOMP_PATCH s32 Camera_Fixed1(Camera* camera) {
s32 pad[2];
s32 yawDiff;
VecGeo eyeOffset;

View File

@ -1,7 +1,7 @@
#include "patches.h"
// Disable frustum culling for actors, but leave distance culling intact
s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
RECOMP_PATCH s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW) {
if ((-actor->uncullZoneScale < projectedPos->z) &&
(projectedPos->z < (actor->uncullZoneForward + actor->uncullZoneScale))) {
// f32 phi_f12;
@ -30,7 +30,7 @@ s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projec
}
// Disable frustum culling for bush spawning
// s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) {
// RECOMP_PATCH s32 EnWood02_SpawnZoneCheck(EnWood02* this, PlayState* play, Vec3f* arg2) {
// f32 phi_f12;
// SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, arg2, &this->actor.projectedPos, &this->actor.projectedW);
@ -52,7 +52,7 @@ s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projec
// }
// Disable frustum culling for grass
s32 func_809A9110(PlayState* play, Vec3f* pos) {
RECOMP_PATCH s32 func_809A9110(PlayState* play, Vec3f* pos) {
f32 w;
Vec3f projectedPos;
@ -73,7 +73,7 @@ s32 func_809A9110(PlayState* play, Vec3f* pos) {
// Replace point light glow effect with RT64 point Z test so it works in widescreen
void Lights_GlowCheck(PlayState* play) {
RECOMP_PATCH void Lights_GlowCheck(PlayState* play) {
LightNode* light = play->lightCtx.listHead;
while (light != NULL) {
@ -107,7 +107,7 @@ extern Gfx gameplay_keep_DL_029CF0[];
Vtx light_test_vert = VTX(0, 0, 0, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF);
void Lights_DrawGlow(PlayState* play) {
RECOMP_PATCH void Lights_DrawGlow(PlayState* play) {
Gfx* dl;
LightPoint* params;
LightNode* light = play->lightCtx.listHead;

16
patches/custom_syms.toml Normal file
View File

@ -0,0 +1,16 @@
# Custom symbols used for patches.
[[section]]
name = "ABSOLUTE_SYMS"
vram = 0x00000000
size = 0x0
symbols = [
# Alternate references to symbols that would otherwise be relocated
{ name = "Setup_Init_NORELOCATE", vram = 0x80173338 }, # Not relocatable, but here for uniformity with the other gamestate funcs
{ name = "MapSelect_Init_NORELOCATE", vram = 0x80801B4C },
{ name = "ConsoleLogo_Init_NORELOCATE", vram = 0x8080074C },
{ name = "Play_Init_NORELOCATE", vram = 0x8016A2C8 },
{ name = "TitleSetup_Init_NORELOCATE", vram = 0x80803F30 },
{ name = "FileSelect_Init_NORELOCATE", vram = 0x80813C98 },
{ name = "DayTelop_Init_NORELOCATE", vram = 0x80815820 },
]

View File

@ -6,7 +6,7 @@
CsCmdActorCue* prev_cues_checked[ARRAY_COUNT(((CutsceneContext*)0)->actorCues)] = {0};
void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 cueChannel) {
RECOMP_PATCH void Cutscene_ActorTranslate(Actor* actor, PlayState* play, s32 cueChannel) {
Vec3f startPos;
Vec3f endPos;
CsCmdActorCue* cue = play->csCtx.actorCues[cueChannel];
@ -39,7 +39,7 @@ extern EnHorseCsFunc D_808890F0[];
extern EnHorseCsFunc D_8088911C[];
// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
void func_80884718(EnHorse* this, PlayState* play) {
RECOMP_PATCH void func_80884718(EnHorse* this, PlayState* play) {
CsCmdActorCue* cue;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_112)) {
@ -63,23 +63,19 @@ void func_80884718(EnHorse* this, PlayState* play) {
}
this->cueId = cue->id;
// @recomp Manual relocation, TODO remove when automated.
EnHorseCsFunc* D_808890F0_reloc = actor_relocate(&this->actor, D_808890F0);
if (D_808890F0_reloc[this->cueId] != NULL) {
D_808890F0_reloc[this->cueId](this, play, cue);
if (D_808890F0[this->cueId] != NULL) {
D_808890F0[this->cueId](this, play, cue);
}
}
// @recomp Manual relocation, TODO remove when automated.
EnHorseCsFunc* D_8088911C_reloc = actor_relocate(&this->actor, D_8088911C);
if (D_8088911C_reloc[this->cueId] != NULL) {
D_8088911C_reloc[this->cueId](this, play, cue);
if (D_8088911C[this->cueId] != NULL) {
D_8088911C[this->cueId](this, play, cue);
}
}
}
// @recomp Patched to skip interpolation on Epona when she's teleported by a cutscene.
void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
RECOMP_PATCH void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
// @recomp Being teleported by a new cue, so skip interpolation.
actor_set_interpolation_skipped(&this->actor);
@ -94,7 +90,7 @@ void func_80883B70(EnHorse* this, CsCmdActorCue* cue) {
}
// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
RECOMP_PATCH void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
// @recomp Being teleported by a new cue, so skip interpolation.
actor_set_interpolation_skipped(&this->actor);
@ -108,7 +104,7 @@ void Player_Cutscene_SetPosAndYawToStart(Player* this, CsCmdActorCue* cue) {
CsCmdActorCue* prev_link_cue = NULL;
// @recomp Patched to skip interpolation on Link when he's teleported to a new cue.
void Player_Cutscene_Translate(PlayState* play, Player* this, CsCmdActorCue* cue) {
RECOMP_PATCH void Player_Cutscene_Translate(PlayState* play, Player* this, CsCmdActorCue* cue) {
f32 startX = cue->startPos.x;
f32 startY = cue->startPos.y;
f32 startZ = cue->startPos.z;

View File

@ -9,7 +9,7 @@ extern Gfx sTransWipe3DL[];
#define THIS ((TransitionWipe3*)thisx)
// @recomp patched to scale the transition based on aspect ratio
void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
RECOMP_PATCH void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
Gfx* gfx = *gfxP;
Mtx* modelView = &THIS->modelView[THIS->frame];
f32 scale = 14.8f;
@ -17,7 +17,7 @@ void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
// @recomp Modify the scale based on the aspect ratio to make sure the transition circle covers the whole screen
float original_aspect_ratio = ((float)SCREEN_WIDTH) / ((float)SCREEN_HEIGHT);
scale *= recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
scale *= recomp_get_target_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
THIS->frame ^= 1;
gDPPipeSync(gfx++);
@ -34,12 +34,7 @@ void TransitionWipe3_Draw(void* thisx, Gfx** gfxP) {
guScale(modelView, scale, scale, 1.0f);
gSPMatrix(gfx++, modelView, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
}
// sTransWipe3DL is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address.
// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
ptrdiff_t reloc_offset;
TransitionOverlay* overlay_entry = &gTransitionOverlayTable[FBDEMO_WIPE3];
reloc_offset = (uintptr_t)Lib_PhysicalToVirtual(overlay_entry->loadInfo.addr) - (uintptr_t)overlay_entry->vramStart;
gSPDisplayList(gfx++, (Gfx*)((u8*)sTransWipe3DL + reloc_offset));
gSPDisplayList(gfx++, sTransWipe3DL);
gDPPipeSync(gfx++);
*gfxP = gfx;
}
@ -58,7 +53,7 @@ extern s32 gFramerateDivisor;
// @recomp Motion blur works fine normally, but when running at a higher framerate the effect is much less pronounced
// as the previous frames decay quicker due to there being more frames drawn in the same period of time.
void Play_DrawMotionBlur(PlayState* this) {
RECOMP_PATCH void Play_DrawMotionBlur(PlayState* this) {
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 alpha;
Gfx* gfx;
@ -98,11 +93,20 @@ void Play_DrawMotionBlur(PlayState* this) {
f32 exponent = 20.0f / recomp_get_target_framerate(gFramerateDivisor);
f32 alpha_float = recomp_powf(alpha / 255.0f, exponent);
// Clamp the blur alpha, which ensures that the output color converges to within a reasonable delta of the target color
// when using an R8G8B8A8 framebuffer as RT64 currently does. Although this makes the effect less noticeable at high framerates,
// when using an R8G8B8A8 framebuffer. Although this makes the effect less noticeable at high framerates,
// not clamping leads to noticeable image retention.
alpha_float = MIN(alpha_float, 0.825f);
// Skip clamping if high precision framebuffers are in use, as there's no risk of ghosting with those.
if (!recomp_high_precision_fb_enabled()) {
alpha_float = MIN(alpha_float, 0.825f);
}
alpha = (s32)(alpha_float * 255.0f);
// @recomp Set the dither noise strength based on the resolution scale to make it easier to see at higher resolutions.
float res_scale = recomp_get_resolution_scale();
float dither_noise_strength = CLAMP(1.0 + (res_scale - 1.0f) / 8.0f, 1.0f, 2.0f);
// recomp_printf("res scale: %5.3f dither noise strength: %5.3f\n", res_scale, dither_noise_strength);
gEXSetDitherNoiseStrength(OVERLAY_DISP++, dither_noise_strength);
if (sMotionBlurStatus == MOTION_BLUR_PROCESS) {
func_80170AE0(&this->pauseBgPreRender, &gfx, alpha);
} else {
@ -122,10 +126,10 @@ void Play_DrawMotionBlur(PlayState* this) {
}
// @recomp Patched to increase the scale based on the aspect ratio.
void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
RECOMP_PATCH void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
// @recomp Calculate the increase in aspect ratio.
f32 original_aspect_ratio = (float)SCREEN_WIDTH / SCREEN_HEIGHT;
f32 aspect_ratio_scale = recomp_get_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
f32 aspect_ratio_scale = recomp_get_target_aspect_ratio(original_aspect_ratio) / original_aspect_ratio;
// @recomp Increase the circle's scale based on the aspect ratio scale. Also increase the base scaling
// from 0.003f to 0.004f to account for overscan removal.
@ -135,7 +139,7 @@ void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
// @recomp Patched to use ortho tris for interpolation and to prevent the telescope and lens effects from getting stretched wide.
void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
RECOMP_PATCH void TransitionCircle_LoadAndSetTexture(Gfx** gfxp, TexturePtr texture, s32 fmt, s32 arg3, s32 masks, s32 maskt,
f32 arg6) {
Gfx* gfx = *gfxp;
s32 xh = gCfbWidth;

View File

@ -1,7 +1,6 @@
#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_Object_Kankyo/z_object_kankyo.h"
#include "overlays/actors/ovl_Eff_Stk/z_eff_stk.h"
#include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h"
#include "z64effect.h"
@ -14,7 +13,7 @@ extern Gfx gEffDustDL[];
((&(particle).unk_1C)[1])
// @recomp Patched to record when a particle is moved to skip interpolation.
void func_808DC454(ObjectKankyo* this, PlayState* play) {
RECOMP_PATCH void func_808DC454(ObjectKankyo* this, PlayState* play) {
s16 i;
s32 pad1;
f32 phi_f20;
@ -156,7 +155,7 @@ void func_808DC454(ObjectKankyo* this, PlayState* play) {
}
}
void func_808DD3C8(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_808DD3C8(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
ObjectKankyo* this = (ObjectKankyo*)thisx;
Vec3f worldPos;
@ -179,15 +178,12 @@ void func_808DD3C8(Actor* thisx, PlayState* play2) {
spB4 = false;
if (this->actor.params == 3) {
// @recomp Manual relocation, TODO remove when the recompiler handles this automatically.
f32* D_808DE5B0_ptr = actor_relocate(thisx, &D_808DE5B0);
temp_f0 = func_80173B48(&play->state) / 1.4e7f;
temp_f0 = CLAMP(temp_f0, 0.0f, 1.0f);
Math_SmoothStepToF(D_808DE5B0_ptr, temp_f0, 0.2f, 0.1f, 0.001f);
Math_SmoothStepToF(&D_808DE5B0, temp_f0, 0.2f, 0.1f, 0.001f);
sp68 = play->envCtx.precipitation[PRECIP_SNOW_CUR];
sp68 *= *D_808DE5B0_ptr;
sp68 *= D_808DE5B0;
if ((play->envCtx.precipitation[PRECIP_SNOW_CUR] >= 32) && (sp68 < 32)) {
sp68 = 32;
@ -335,7 +331,7 @@ static inline void pop_effect_tag(GraphicsContext* gfxCtx) {
}
// @recomp Patched to tag effects.
void Effect_DrawAll(GraphicsContext* gfxCtx) {
RECOMP_PATCH void Effect_DrawAll(GraphicsContext* gfxCtx) {
s32 i;
@ -392,51 +388,6 @@ void Effect_DrawAll(GraphicsContext* gfxCtx) {
}
}
extern Gfx object_stk2_DL_008920[];
extern Gfx object_stk2_DL_008A38[];
extern AnimatedMaterial object_stk2_Matanimheader_009F60[];
void EffStk_Draw(Actor* thisx, PlayState* play) {
EffStk* this = (EffStk*)thisx;
s32 pad;
Camera* activeCam = GET_ACTIVE_CAM(play);
Vec3f eye = activeCam->eye;
Vec3f quakeOffset;
quakeOffset = Camera_GetQuakeOffset(activeCam);
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Translate(0.0f, 0.0f, this->unk148, MTXMODE_APPLY);
Mtx* mtx = Matrix_NewMtx(play->state.gfxCtx);
// @recomp Tag the transform. Do not allow edits as this will get edited by the billboard detection and we'll want to skip position during a camera cut too.
if (camera_was_skipped()) {
gEXMatrixGroupDecomposedSkipPosRot(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
AnimatedMat_DrawAlphaStep(play, Lib_SegmentedToVirtual(object_stk2_Matanimheader_009F60), 1.0f, this->unk144);
gDPSetColorDither(POLY_XLU_DISP++, G_CD_NOISE);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_NOISE);
gSPDisplayList(POLY_XLU_DISP++, object_stk2_DL_008920);
gSPDisplayList(POLY_XLU_DISP++, object_stk2_DL_008A38);
// @recomp Pop the transform tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
}
typedef enum {
/* 0x00 */ CLEAR_TAG_EFFECT_AVAILABLE,
/* 0x01 */ CLEAR_TAG_EFFECT_DEBRIS,
@ -491,7 +442,7 @@ static TexturePtr sWaterSplashTextures[] = {
* applies to all effects of that type while drawing the first effect of that type.
*/
// @recomp Patched to tag matrices.
void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
u8 isMaterialApplied = false;
s16 i;
s16 j;
@ -515,8 +466,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
// Apply the debris effect material if it has not already been applied.
if (!isMaterialApplied) {
isMaterialApplied++;
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_OPA_DISP++, actor_relocate(thisx, gClearTagDebrisEffectMaterialDL));
gSPDisplayList(POLY_OPA_DISP++, gClearTagDebrisEffectMaterialDL);
}
// Draw the debris effect.
@ -527,8 +477,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_OPA_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_OPA_DISP++, actor_relocate(thisx, gClearTagDebrisEffectDL));
gSPDisplayList(POLY_OPA_DISP++, gClearTagDebrisEffectDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
}
@ -577,8 +526,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFlashEffectGroundDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagFlashEffectGroundDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
@ -592,8 +540,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
if ((effect->type == CLEAR_TAG_EFFECT_SMOKE) || (effect->type == CLEAR_TAG_EFFECT_ISOLATED_SMOKE)) {
// Apply the smoke effect material if it has not already been applied.
if (!isMaterialApplied) {
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagFireEffectMaterialDL);
isMaterialApplied++;
}
@ -612,8 +559,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagFireEffectDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
@ -626,8 +572,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
if (effect->type == CLEAR_TAG_EFFECT_FIRE) {
// Apply the fire effect material if it has not already been applied.
if (!isMaterialApplied) {
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagFireEffectMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
isMaterialApplied++;
}
@ -642,8 +587,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFireEffectDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagFireEffectDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
@ -669,8 +613,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagFlashEffectDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagFlashEffectDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
@ -686,8 +629,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, (u8)effect->envColor.r, (u8)effect->envColor.g, (u8)effect->envColor.b,
0);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagLightRayEffectMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagLightRayEffectMaterialDL);
isMaterialApplied++;
}
@ -703,8 +645,7 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix.
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx) + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, actor_relocate(thisx, gClearTagLightRayEffectDL));
gSPDisplayList(POLY_XLU_DISP++, gClearTagLightRayEffectDL);
// @recomp Pop the matrix tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
@ -751,3 +692,75 @@ void EnClearTag_DrawEffects(Actor* thisx, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
// @recomp Patched to tag the two custom lens flares (used by the Igos du Ikana curtains).
RECOMP_PATCH void Environment_DrawCustomLensFlare(PlayState* play) {
Vec3f pos;
// @recomp Set up the graphics context.
OPEN_DISPS(play->state.gfxCtx);
if (gCustomLensFlare1On) {
pos.x = gCustomLensFlare1Pos.x;
pos.y = gCustomLensFlare1Pos.y;
pos.z = gCustomLensFlare1Pos.z;
// @recomp Tag the entire lens flare effect, using order linear. Skip interpolation when the camera is skipped.
if (camera_was_skipped()) {
gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, CUSTOM_LENS_FLARE_TRANSFORM_ID_START + 0, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, CUSTOM_LENS_FLARE_TRANSFORM_ID_START + 0, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, pos, D_801F4E44, D_801F4E48,
D_801F4E4C, false);
// @recomp Pop the matrix group.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
if (gCustomLensFlare2On) {
pos.x = gCustomLensFlare2Pos.x;
pos.y = gCustomLensFlare2Pos.y;
pos.z = gCustomLensFlare2Pos.z;
// @recomp Tag the entire lens flare effect, using order linear. Skip interpolation when the camera is skipped.
if (camera_was_skipped()) {
gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, CUSTOM_LENS_FLARE_TRANSFORM_ID_START + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, CUSTOM_LENS_FLARE_TRANSFORM_ID_START + 1, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, pos, D_801F4E5C, D_801F4E60,
D_801F4E64, false);
// @recomp Pop the matrix group.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
// @recomp Close the graphics context.
CLOSE_DISPS();
}
// @recomp Patched to tag the sun lens flare.
RECOMP_PATCH void Environment_DrawSunLensFlare(PlayState* play, EnvironmentContext* envCtx, View* view, GraphicsContext* gfxCtx,
Vec3f vec) {
if ((play->envCtx.precipitation[PRECIP_RAIN_CUR] == 0) &&
!(GET_ACTIVE_CAM(play)->stateFlags & CAM_STATE_UNDERWATER) && (play->skyboxId == SKYBOX_NORMAL_SKY)) {
f32 v0 = Math_CosS(CURRENT_TIME - CLOCK_TIME(12, 0));
// @recomp Set up the graphics context.
OPEN_DISPS(play->state.gfxCtx);
// @recomp Tag the entire lens flare effect, using order linear. Skip interpolation when the camera is skipped.
if (camera_was_skipped()) {
gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, SUN_LENS_FLARE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, SUN_LENS_FLARE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, vec, 370.0f, v0 * 120.0f, 0x190,
true);
// @recomp Pop the matrix group.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
// @recomp Close the graphics context.
CLOSE_DISPS();
}
}

View File

@ -1,11 +1,14 @@
#include "patches.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "overlays/actors/ovl_En_Fall/z_en_fall.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
#include "z64shrink_window.h"
#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
#define RECOMP_PAGE_ROW_HEIGHT 14
#define RECOMP_PAGE_ROW_HEIGHT 15
#define RECOMP_PAGE_ROW_COUNT ((PAGE_BG_HEIGHT + RECOMP_PAGE_ROW_HEIGHT - 1) / RECOMP_PAGE_ROW_HEIGHT)
extern s16* sVtxPageQuadsX[VTX_PAGE_MAX];
@ -22,7 +25,7 @@ s16 sVtxPageGameOverSaveQuadsY[VTX_PAGE_SAVE_QUADS] = {
};
// @recomp patched to draw as strips with bilerp compensation instead of tiles.
s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
RECOMP_PATCH s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
PauseContext* pauseCtx = &play->pauseCtx;
GameOverContext* gameOverCtx = &play->gameOverCtx;
s16* quadsX;
@ -32,11 +35,11 @@ s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 num
s32 cur_y;
u32 row;
cur_y = PAGE_BG_HEIGHT / 2;
cur_y = (PAGE_BG_HEIGHT + 2) / 2;
// 2 verts per row plus 2 extra verts at the start and the end.
for (row = 0; row < RECOMP_PAGE_ROW_COUNT + 2; row++) {
s32 next_y = MAX(cur_y - RECOMP_PAGE_ROW_HEIGHT, -PAGE_BG_HEIGHT / 2);
s32 next_y = MAX(cur_y - RECOMP_PAGE_ROW_HEIGHT, -(PAGE_BG_HEIGHT + 2) / 2);
vtx[4 * row + 0].v.ob[0] = -PAGE_BG_WIDTH / 2;
vtx[4 * row + 1].v.ob[0] = PAGE_BG_WIDTH / 2;
@ -52,16 +55,16 @@ s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 num
vtx[4 * row + 0].v.flag = vtx[4 * row + 1].v.flag = vtx[4 * row + 2].v.flag = vtx[4 * row + 3].v.flag = 0;
#define PIXEL_OFFSET ((1 << 4))
#define PIXEL_OFFSET 0
vtx[4 * row + 0].v.tc[0] = PIXEL_OFFSET;
vtx[4 * row + 0].v.tc[1] = (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 1].v.tc[0] = PAGE_BG_WIDTH * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 1].v.tc[1] = (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 0].v.tc[1] = PIXEL_OFFSET;
vtx[4 * row + 1].v.tc[0] = (PAGE_BG_WIDTH + 2 - 1) * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 1].v.tc[1] = PIXEL_OFFSET;
vtx[4 * row + 2].v.tc[0] = PIXEL_OFFSET;
vtx[4 * row + 2].v.tc[1] = (cur_y - next_y + 1) * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 3].v.tc[0] = PAGE_BG_WIDTH * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 3].v.tc[1] = (cur_y - next_y + 1) * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 2].v.tc[1] = (cur_y - next_y + 1 - 1) * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 3].v.tc[0] = (PAGE_BG_WIDTH + 2 - 1) * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 3].v.tc[1] = (cur_y - next_y + 1 - 1) * (1 << 5) + PIXEL_OFFSET;
vtx[4 * row + 0].v.cn[0] = vtx[4 * row + 1].v.cn[0] = vtx[4 * row + 2].v.cn[0] = vtx[4 * row + 3].v.cn[0] = 0;
vtx[4 * row + 0].v.cn[1] = vtx[4 * row + 1].v.cn[1] = vtx[4 * row + 2].v.cn[1] = vtx[4 * row + 3].v.cn[1] = 0;
@ -70,21 +73,14 @@ s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 num
cur_y = next_y;
}
// These are overlay symbols, so their addresses need to be offset to get their actual loaded vram address.
// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
s16** sVtxPageQuadsXRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsX);
s16** sVtxPageQuadsWidthRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsWidth);
s16** sVtxPageQuadsYRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsY);
s16** sVtxPageQuadsHeightRelocated = (s16**)KaleidoManager_GetRamAddr(sVtxPageQuadsHeight);
s16 k = 60;
if (numQuads != 0) {
quadsX = sVtxPageQuadsXRelocated[vtxPage];
quadsWidth = sVtxPageQuadsWidthRelocated[vtxPage];
quadsY = sVtxPageQuadsYRelocated[vtxPage];
quadsHeight = sVtxPageQuadsHeightRelocated[vtxPage];
quadsX = sVtxPageQuadsX[vtxPage];
quadsWidth = sVtxPageQuadsWidth[vtxPage];
quadsY = sVtxPageQuadsY[vtxPage];
quadsHeight = sVtxPageQuadsHeight[vtxPage];
s16 i;
for (i = 0; i < numQuads; i++, k += 4) {
@ -182,10 +178,10 @@ void KaleidoUpdateWrapper(PlayState* play) {
void KaleidoDrawWrapper(PlayState* play) {
// @recomp Update the background image pointers to reflect the overlay's load address.
bg_pointers[0] = KaleidoManager_GetRamAddr(sMaskPageBgTextures);
bg_pointers[1] = KaleidoManager_GetRamAddr(sItemPageBgTextures);
bg_pointers[2] = KaleidoManager_GetRamAddr(sMapPageBgTextures);
bg_pointers[3] = KaleidoManager_GetRamAddr(sQuestPageBgTextures);
bg_pointers[0] = sMaskPageBgTextures;
bg_pointers[1] = sItemPageBgTextures;
bg_pointers[2] = sMapPageBgTextures;
bg_pointers[3] = sQuestPageBgTextures;
KaleidoScope_Draw(play);
@ -199,16 +195,16 @@ void KaleidoDrawWrapper(PlayState* play) {
uintptr_t old_segment_0D = gSegments[0x0D];
gSegments[0x08] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemSegment);
gSegments[0x0D] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemLangSegment);
assemble_image(KaleidoManager_GetRamAddr(sMaskPageBgTextures), &bg_images[0]);
assemble_image(KaleidoManager_GetRamAddr(sItemPageBgTextures), &bg_images[1]);
assemble_image(KaleidoManager_GetRamAddr(sMapPageBgTextures), &bg_images[2]);
assemble_image(KaleidoManager_GetRamAddr(sQuestPageBgTextures), &bg_images[3]);
assemble_image(sMaskPageBgTextures, &bg_images[0]);
assemble_image(sItemPageBgTextures, &bg_images[1]);
assemble_image(sMapPageBgTextures, &bg_images[2]);
assemble_image(sQuestPageBgTextures, &bg_images[3]);
gSegments[0x08] = old_segment_08;
gSegments[0x0D] = old_segment_0D;
}
}
void KaleidoScopeCall_Init(PlayState* play) {
RECOMP_PATCH void KaleidoScopeCall_Init(PlayState* play) {
// @recomp Set the update and draw func pointers to the wrappers instead of the actual functions.
sKaleidoScopeUpdateFunc = KaleidoUpdateWrapper;
sKaleidoScopeDrawFunc = KaleidoDrawWrapper;
@ -216,7 +212,7 @@ void KaleidoScopeCall_Init(PlayState* play) {
}
// @recomp patched to fix bilerp seams.
Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
RECOMP_PATCH Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
s32 i;
s32 j;
@ -238,20 +234,21 @@ Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures
// Draw the rows.
for (u32 bg_row = 0; bg_row < RECOMP_PAGE_ROW_COUNT; bg_row++) {
u32 cur_row_height = MIN(RECOMP_PAGE_ROW_HEIGHT, PAGE_BG_HEIGHT + 1 - bg_row * RECOMP_PAGE_ROW_HEIGHT);
gDPLoadTextureTile(gfx++, *cur_image,
G_IM_FMT_IA, G_IM_SIZ_8b, // fmt, siz
PAGE_BG_WIDTH + 2, PAGE_BG_HEIGHT + 2, // width, height
0, (bg_row + 0) * RECOMP_PAGE_ROW_HEIGHT, // uls, ult
PAGE_BG_WIDTH + 2, (bg_row + 1) * RECOMP_PAGE_ROW_HEIGHT + 2, // lrs, lrt
0, bg_row * RECOMP_PAGE_ROW_HEIGHT, // uls, ult
PAGE_BG_WIDTH + 2 - 1, bg_row * RECOMP_PAGE_ROW_HEIGHT + cur_row_height + 1 - 1, // lrs, lrt
0, // pal
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gDPSetTileSize(gfx++, G_TX_RENDERTILE,
0 << G_TEXTURE_IMAGE_FRAC,
0 << G_TEXTURE_IMAGE_FRAC,
(PAGE_BG_WIDTH + 2) <<G_TEXTURE_IMAGE_FRAC,
(RECOMP_PAGE_ROW_HEIGHT + 2) << G_TEXTURE_IMAGE_FRAC);
(PAGE_BG_WIDTH + 2 - 1) <<G_TEXTURE_IMAGE_FRAC,
(cur_row_height + 1 - 1) << G_TEXTURE_IMAGE_FRAC);
gSPVertex(gfx++, vertices + 4 * bg_row, 4, 0);
gSP2Triangles(gfx++, 0, 3, 1, 0x0, 3, 0, 2, 0x0);
}
@ -267,7 +264,7 @@ int extra_vis = 0;
// @recomp Patch the giants cutscene to make certain frames take longer to mimic performance on console.
// This prevents the music from desyncing from the cutscene as it was designed around the console's frame times.
void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
RECOMP_PATCH void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
gSaveContext.cutsceneTrigger = 0;
}
@ -298,3 +295,173 @@ void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
}
}
}
// @recomp Fix a texture scroll using an incorrect tile size, which resulted in the scroll jumping during the animation.
RECOMP_PATCH s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s32 limbIndex, Actor* thisx) {
s32 pad;
DemoEffect* this = (DemoEffect*)thisx;
u32 frames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
// @recomp Fix the tile size to be 64x64 for both tiles to match the actual texture size.
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx,
0, (frames * 6) % 256, 255 - ((frames * 16) % 256), 0x40, 0x40,
1, (frames * 4) % 256, 255 - ((frames * 12) % 256), 0x40, 0x40));
CLOSE_DISPS(play->state.gfxCtx);
if (limbIndex == 0) {
s16* transform = skelCurve->jointTable[0];
transform[2] = transform[0] = 1024;
transform[1] = 1024;
}
return true;
}
void DayTelop_Main(GameState* thisx);
void DayTelop_Destroy(GameState* thisx);
void DayTelop_Noop(DayTelopState* this);
void DayTelop_LoadGraphics(DayTelopState* this);
// @recomp Increase the length of the "Dawn of the X Day" screen to account for faster loading.
RECOMP_PATCH void DayTelop_Init(GameState* thisx) {
DayTelopState* this = (DayTelopState*)thisx;
GameState_SetFramerateDivisor(&this->state, 1);
Matrix_Init(&this->state);
ShrinkWindow_Destroy();
View_Init(&this->view, this->state.gfxCtx);
this->state.main = DayTelop_Main;
this->state.destroy = DayTelop_Destroy;
// @recomp Add 120 extra frames (2 seconds with a frame divisor of 1) to account for faster loading.
this->transitionCountdown = 260;
this->fadeInState = DAYTELOP_HOURSTEXT_OFF;
if (gSaveContext.save.day < 9) {
if (gSaveContext.save.day == 0) {
Sram_ClearFlagsAtDawnOfTheFirstDay();
}
Sram_IncrementDay();
}
DayTelop_Noop(this);
DayTelop_LoadGraphics(this);
Audio_PlaySfx(NA_SE_OC_TELOP_IMPACT);
}
extern PlayerAnimationHeader* D_8085D17C[PLAYER_FORM_MAX];
void Player_TalkWithPlayer(PlayState* play, Actor* actor);
void Player_Action_88(Player* this, PlayState* play);
void Player_SetAction_PreserveItemAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 arg3);
void Player_AnimationPlayOnceReverse(PlayState* play, Player* this, PlayerAnimationHeader* anim);
s32 Player_ActionChange_13(Player* this, PlayState* play);
s32 func_8085B28C(PlayState* play, Player* this, PlayerCsAction csAction);
void func_808525C4(PlayState* play, Player* this);
void func_8085255C(PlayState* play, Player* this);
void func_80836A5C(Player* this, PlayState* play);
s32 func_8082DA90(PlayState* play);
// @recomp Patched to fix the issue where ocarina inputs are discarded for the first 3 frames (150ms).
RECOMP_PATCH void Player_Action_63(Player* this, PlayState* play) {
if ((this->unk_AA5 != PLAYER_UNKAA5_4) && ((PlayerAnimation_Update(play, &this->skelAnime) &&
(this->skelAnime.animation == D_8085D17C[this->transformation])) ||
((this->skelAnime.mode == 0) && (this->av2.actionVar2 == 0)))) {
func_808525C4(play, this);
// @recomp Fix the bug where ocarina inputs are discarded for 3 frames by only running this on the first frame of this state.
if (this->av2.actionVar2 == 1) {
if (!(this->actor.flags & ACTOR_FLAG_20000000) || (this->unk_A90->id == ACTOR_EN_ZOT)) {
Message_DisplayOcarinaStaff(play, OCARINA_ACTION_FREE_PLAY);
}
}
} else if (this->av2.actionVar2 != 0) {
if (play->msgCtx.ocarinaMode == OCARINA_MODE_END) {
play->interfaceCtx.unk_222 = 0;
CutsceneManager_Stop(play->playerCsIds[PLAYER_CS_ID_ITEM_OCARINA]);
this->actor.flags &= ~ACTOR_FLAG_20000000;
if ((this->talkActor != NULL) && (this->talkActor == this->unk_A90) && (this->unk_A94 >= 0.0f)) {
Player_TalkWithPlayer(play, this->talkActor);
} else if (this->tatlTextId < 0) {
this->talkActor = this->tatlActor;
this->tatlActor->textId = -this->tatlTextId;
Player_TalkWithPlayer(play, this->talkActor);
} else if (!Player_ActionChange_13(this, play)) {
func_80836A5C(this, play);
Player_AnimationPlayOnceReverse(play, this, D_8085D17C[this->transformation]);
}
} else {
s32 var_v1 = (play->msgCtx.ocarinaMode >= OCARINA_MODE_WARP_TO_GREAT_BAY_COAST) &&
(play->msgCtx.ocarinaMode <= OCARINA_MODE_WARP_TO_ENTRANCE);
s32 pad[2];
if (var_v1 || (play->msgCtx.ocarinaMode == OCARINA_MODE_APPLY_SOT) ||
(play->msgCtx.ocarinaMode == OCARINA_MODE_APPLY_DOUBLE_SOT) ||
(play->msgCtx.ocarinaMode == OCARINA_MODE_APPLY_INV_SOT_FAST) ||
(play->msgCtx.ocarinaMode == OCARINA_MODE_APPLY_INV_SOT_SLOW)) {
if (play->msgCtx.ocarinaMode == OCARINA_MODE_APPLY_SOT) {
if (!func_8082DA90(play)) {
if (gSaveContext.save.saveInfo.playerData.threeDayResetCount == 1) {
play->nextEntrance = ENTRANCE(CUTSCENE, 1);
} else {
play->nextEntrance = ENTRANCE(CUTSCENE, 0);
}
gSaveContext.nextCutsceneIndex = 0xFFF7;
play->transitionTrigger = TRANS_TRIGGER_START;
}
} else {
Actor* actor;
play->interfaceCtx.unk_222 = 0;
CutsceneManager_Stop(play->playerCsIds[PLAYER_CS_ID_ITEM_OCARINA]);
this->actor.flags &= ~ACTOR_FLAG_20000000;
actor = Actor_Spawn(&play->actorCtx, play, var_v1 ? ACTOR_EN_TEST7 : ACTOR_EN_TEST6,
this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0,
0, play->msgCtx.ocarinaMode);
if (actor != NULL) {
this->stateFlags1 &= ~PLAYER_STATE1_20000000;
this->csAction = PLAYER_CSACTION_NONE;
func_8085B28C(play, NULL, PLAYER_CSACTION_19);
this->stateFlags1 |= PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000;
} else {
func_80836A5C(this, play);
Player_AnimationPlayOnceReverse(play, this, D_8085D17C[this->transformation]);
}
}
} else if ((play->msgCtx.ocarinaMode == OCARINA_MODE_EVENT) &&
(play->msgCtx.lastPlayedSong == OCARINA_SONG_ELEGY)) {
play->interfaceCtx.unk_222 = 0;
CutsceneManager_Stop(play->playerCsIds[PLAYER_CS_ID_ITEM_OCARINA]);
this->actor.flags &= ~ACTOR_FLAG_20000000;
Player_SetAction_PreserveItemAction(play, this, Player_Action_88, 0);
this->stateFlags1 |= PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000;
} else if (this->unk_AA5 == PLAYER_UNKAA5_4) {
f32 temp_fa0 = this->skelAnime.jointTable[PLAYER_LIMB_ROOT - 1].x;
f32 temp_fa1 = this->skelAnime.jointTable[PLAYER_LIMB_ROOT - 1].z;
f32 var_fv1;
var_fv1 = sqrtf(SQ(temp_fa0) + SQ(temp_fa1));
if (var_fv1 != 0.0f) {
var_fv1 = (var_fv1 - 100.0f) / var_fv1;
var_fv1 = CLAMP_MIN(var_fv1, 0.0f);
}
this->skelAnime.jointTable[PLAYER_LIMB_ROOT - 1].x = temp_fa0 * var_fv1;
this->skelAnime.jointTable[PLAYER_LIMB_ROOT - 1].z = temp_fa1 * var_fv1;
} else {
func_8085255C(play, this);
}
}
}
}

View File

@ -3,7 +3,10 @@
#include "patch_helpers.h"
DECLARE_FUNC(float, recomp_get_aspect_ratio, float);
DECLARE_FUNC(void, recomp_get_window_resolution, u32*, u32*);
DECLARE_FUNC(float, recomp_get_target_aspect_ratio, float);
DECLARE_FUNC(s32, recomp_get_target_framerate, s32);
DECLARE_FUNC(s32, recomp_high_precision_fb_enabled);
DECLARE_FUNC(float, recomp_get_resolution_scale);
#endif

File diff suppressed because it is too large Load Diff

View File

@ -8,10 +8,22 @@ typedef enum {
RECOMP_CAMERA_DUALANALOG,
} RecompCameraMode;
typedef enum {
RECOMP_AIMING_OVERRIDE_OFF = 0,
RECOMP_AIMING_OVERRIDE_DISABLE_LEFT_STICK = 1,
RECOMP_AIMING_OVERRIDE_FORCE_RIGHT_STICK = 2
} RecompAimingOverideMode;
extern RecompCameraMode recomp_camera_mode;
extern RecompAimingOverideMode recomp_aiming_override_mode;
DECLARE_FUNC(void, recomp_get_gyro_deltas, float* x, float* y);
DECLARE_FUNC(void, recomp_get_mouse_deltas, float* x, float* y);
DECLARE_FUNC(int, recomp_get_targeting_mode);
DECLARE_FUNC(s32, recomp_get_targeting_mode);
DECLARE_FUNC(void, recomp_get_inverted_axes, s32* x, s32* y);
DECLARE_FUNC(s32, recomp_get_analog_cam_enabled);
DECLARE_FUNC(void, recomp_get_analog_inverted_axes, s32* x, s32* y);
DECLARE_FUNC(void, recomp_get_camera_inputs, float* x, float* y);
DECLARE_FUNC(void, recomp_set_right_analog_suppressed, s32 suppressed);
#endif

View File

@ -8,6 +8,7 @@
#include "z64viscvg.h"
#include "z64vismono.h"
#include "z64viszbuf.h"
#include "input.h"
void recomp_set_current_frame_poll_id();
void PadMgr_HandleRetrace(void);
@ -33,7 +34,7 @@ typedef enum {
/* 2 */ VOICE_INIT_SUCCESS // voice initialized
} VoiceInitStatus;
void PadMgr_HandleRetrace(void) {
RECOMP_PATCH void PadMgr_HandleRetrace(void) {
// Execute rumble callback
if (sPadMgrInstance->rumbleRetraceCallback != NULL) {
sPadMgrInstance->rumbleRetraceCallback(sPadMgrInstance->rumbleRetraceArg);
@ -62,11 +63,19 @@ void PadMgr_HandleRetrace(void) {
}
}
extern u8 sOcarinaInstrumentId;
void poll_inputs(void) {
OSMesgQueue* serialEventQueue = PadMgr_AcquireSerialEventQueue();
// Begin reading controller data
osContStartReadData(serialEventQueue);
bool needs_right_stick = recomp_get_analog_cam_enabled() || recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_FORCE_RIGHT_STICK;
// Suppress the right analog stick if analog camera is active unless the ocarina is in use.
recomp_set_right_analog_suppressed(needs_right_stick && sOcarinaInstrumentId == OCARINA_INSTRUMENT_OFF);
// Resets this flag for the next frame;
recomp_aiming_override_mode = RECOMP_AIMING_OVERRIDE_OFF;
// Wait for controller data
osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
osContGetReadData(sPadMgrInstance->pads);
@ -107,7 +116,7 @@ void poll_inputs(void) {
}
// @recomp Patched to do the actual input polling.
void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
RECOMP_PATCH void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
// @recomp Do an actual poll if gameRequest is true.
if (gameRequest) {
poll_inputs();
@ -120,7 +129,7 @@ void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
}
// @recomp Just call PadMgr_GetInput.
void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
RECOMP_PATCH void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
PadMgr_GetInput(inputs, gameRequest);
}
@ -132,7 +141,7 @@ void* osViGetCurrentFramebuffer_recomp();
OSMesgQueue *rdp_queue_ptr = NULL;
// @recomp Immediately sends the graphics task instead of queueing it in the scheduler.
void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
RECOMP_PATCH void Graph_TaskSet00(GraphicsContext* gfxCtx, GameState* gameState) {
static s32 retryCount = 10;
static s32 cfbIdx = 0;
OSTask_t* task = &gfxCtx->task.list.t;
@ -265,7 +274,7 @@ extern VisZbuf sGameVisZbuf;
extern VisMono sGameVisMono;
extern ViMode sGameViMode;
void GameState_Destroy(GameState* gameState) {
RECOMP_PATCH void GameState_Destroy(GameState* gameState) {
AudioMgr_StopAllSfxExceptSystem();
Audio_Update();

View File

@ -2,13 +2,12 @@
#include "transform_ids.h"
#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
// TODO replace these with externs when the recompiler can handle relocations in patches automatically.
Vec3f D_808C1C10 = { 0.0f, 0.0f, 0.0f };
Vec3f D_808C1C1C = { 0.0f, 0.0f, 900.0f };
Vec3f D_808C1C28 = { 0.0f, 500.0f, -3000.0f };
Vec3f D_808C1C34 = { 0.0f, -500.0f, -3000.0f };
Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
extern Vec3f D_808C1C10;
extern Vec3f D_808C1C1C;
extern Vec3f D_808C1C28;
extern Vec3f D_808C1C34;
extern Vec3f D_808C1C40;
extern Vec3f D_808C1C4C;
extern Gfx object_link_child_DL_01D960[];
extern Gfx gHookshotChainDL[];
@ -17,7 +16,7 @@ extern Gfx gHookshotChainDL[];
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
void ArmsHook_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void ArmsHook_Draw(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
f32 f0;
Player* player = GET_PLAYER(play);
@ -31,10 +30,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
// @recomp Manually relocate ArmsHook_Shoot because it's an overlay symbol.
// TODO remove this when the recompiler handles relocations in patches automatically.
if (((ArmsHookActionFunc)actor_relocate(thisx, ArmsHook_Shoot) != this->actionFunc) || (this->timer <= 0)) {
if ((ArmsHook_Shoot != this->actionFunc) || (this->timer <= 0)) {
Matrix_MultVec3f(&D_808C1C10, &this->unk1E0);
Matrix_MultVec3f(&D_808C1C28, &sp5C);
Matrix_MultVec3f(&D_808C1C34, &sp50);
@ -77,7 +73,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
#undef THIS
extern Gfx gHookshotReticleDL[];
void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
RECOMP_PATCH void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDistance) {
static Vec3f D_801C094C = { -500.0f, -100.0f, 0.0f };
CollisionPoly* poly;
s32 bgId;
@ -147,7 +143,7 @@ Gfx bowstring_end_hook_dl[] = {
gsSPEndDisplayList(),
};
void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
RECOMP_PATCH void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
OverrideLimbDrawFlex overrideLimbDraw) {
OPEN_DISPS(play->state.gfxCtx);

View File

@ -3,11 +3,13 @@
#include "patch_helpers.h"
DECLARE_FUNC(void, recomp_load_overlays, u32 rom, void* ram, u32 size);
DECLARE_FUNC(void, recomp_puts, const char* data, u32 size);
DECLARE_FUNC(void, recomp_exit);
DECLARE_FUNC(void, recomp_handle_quicksave_actions, OSMesgQueue* enter_mq, OSMesgQueue* exit_mq);
DECLARE_FUNC(void, recomp_handle_quicksave_actions_main, OSMesgQueue* enter_mq, OSMesgQueue* exit_mq);
DECLARE_FUNC(u16, recomp_get_pending_warp);
DECLARE_FUNC(u32, recomp_get_pending_set_time);
DECLARE_FUNC(s32, recomp_get_autosave_enabled);
#endif

View File

@ -6,6 +6,8 @@
#include "overlays/actors/ovl_Oceff_Wipe5/z_oceff_wipe5.h"
#include "overlays/actors/ovl_Oceff_Wipe6/z_oceff_wipe6.h"
#include "overlays/actors/ovl_Oceff_Wipe7/z_oceff_wipe7.h"
#include "overlays/actors/ovl_Eff_Stk/z_eff_stk.h"
#include "transform_ids.h"
// @recomp Custom verts to extend the effects past the camera so they cover any aspect ratio.
Vtx time_override_verts[156] = {
@ -779,6 +781,204 @@ Gfx healing_override_dl[] = {
gsSPEndDisplayList(),
};
Vtx skull_kid_curse_1_override_verts[52] = { // 008A38
{{ {71, 23, 0}, 0, {614, 1024}, {255, 255, 255, 0} }},
{{ {121, 88, 500}, 0, {716, 0}, {255, 255, 255, 255} }},
{{ {44, 61, 0}, 0, {819, 1024}, {255, 255, 255, 0} }},
{{ {46, 143, 500}, 0, {921, 0}, {255, 255, 255, 255} }},
{{ {0, 75, 0}, 0, {1024, 1024}, {255, 255, 255, 0} }},
{{ {-46, 143, 500}, 0, {1126, 0}, {255, 255, 255, 255} }},
{{ {-44, 61, 0}, 0, {1228, 1024}, {255, 255, 255, 0} }},
{{ {-121, 88, 500}, 0, {1331, 0}, {255, 255, 255, 255} }},
{{ {-71, 23, 0}, 0, {1433, 1024}, {255, 255, 255, 0} }},
{{ {-150, 0, 500}, 0, {1536, 0}, {255, 255, 255, 255} }},
{{ {-71, -23, 0}, 0, {1638, 1024}, {255, 255, 255, 0} }},
{{ {-121, -88, 500}, 0, {1740, 0}, {255, 255, 255, 255} }},
{{ {-44, -61, 0}, 0, {1843, 1024}, {255, 255, 255, 0} }},
{{ {-46, -143, 500}, 0, {1945, 0}, {255, 255, 255, 255} }},
{{ {0, -75, 0}, 0, {2048, 1024}, {255, 255, 255, 0} }},
{{ {0, -75, 0}, 0, {0, 1024}, {255, 255, 255, 0} }},
{{ {46, -143, 500}, 0, {102, 0}, {255, 255, 255, 255} }},
{{ {44, -61, 0}, 0, {204, 1024}, {255, 255, 255, 0} }},
{{ {121, -88, 500}, 0, {307, 0}, {255, 255, 255, 255} }},
{{ {71, -23, 0}, 0, {409, 1024}, {255, 255, 255, 0} }},
{{ {150, 0, 500}, 0, {512, 0}, {255, 255, 255, 255} }},
{{ {248, 0, 1080}, 0, {580, -1192}, {255, 255, 255, 255} }},
{{ {200, 146, 1080}, 0, {782, -1192}, {255, 255, 255, 255} }},
{{ {200, 146, 1080}, 0, {782, -1192}, {255, 255, 255, 255} }},
{{ {76, 237, 1080}, 0, {989, -1192}, {255, 255, 255, 255} }},
{{ {76, 237, 1080}, 0, {988, -1192}, {255, 255, 255, 255} }},
{{ {-76, 237, 1080}, 0, {1193, -1192}, {255, 255, 255, 255} }},
{{ {-76, 237, 1080}, 0, {1194, -1192}, {255, 255, 255, 255} }},
{{ {-200, 146, 1080}, 0, {1397, -1192}, {255, 255, 255, 255} }},
{{ {-200, 146, 1080}, 0, {1397, -1192}, {255, 255, 255, 255} }},
{{ {-248, 0, 1080}, 0, {1604, -1192}, {255, 255, 255, 255} }},
{{ {-248, 0, 1080}, 0, {1604, -1192}, {255, 255, 255, 255} }},
{{ {-121, -88, 500}, 0, {1740, 0}, {255, 255, 255, 255} }},
{{ {-248, 0, 1080}, 0, {1604, -1192}, {255, 255, 255, 255} }},
{{ {-200, -146, 1080}, 0, {1806, -1192}, {255, 255, 255, 255} }},
{{ {-44, -61, 0}, 0, {1843, 1024}, {255, 255, 255, 0} }},
{{ {-46, -143, 500}, 0, {1945, 0}, {255, 255, 255, 255} }},
{{ {-200, -146, 1080}, 0, {1806, -1192}, {255, 255, 255, 255} }},
{{ {-76, -237, 1080}, 0, {2013, -1192}, {255, 255, 255, 255} }},
{{ {0, -75, 0}, 0, {2048, 1024}, {255, 255, 255, 0} }},
{{ {46, -143, 500}, 0, {2150, 0}, {255, 255, 255, 255} }},
{{ {-76, -237, 1080}, 0, {2012, -1192}, {255, 255, 255, 255} }},
{{ {76, -237, 1080}, 0, {2217, -1192}, {255, 255, 255, 255} }},
{{ {44, -61, 0}, 0, {204, 1024}, {255, 255, 255, 0} }},
{{ {46, -143, 500}, 0, {102, 0}, {255, 255, 255, 255} }},
{{ {121, -88, 500}, 0, {307, 0}, {255, 255, 255, 255} }},
{{ {76, -237, 1080}, 0, {170, -1192}, {255, 255, 255, 255} }},
{{ {200, -146, 1080}, 0, {373, -1192}, {255, 255, 255, 255} }},
{{ {71, -23, 0}, 0, {409, 1024}, {255, 255, 255, 0} }},
{{ {150, 0, 500}, 0, {512, 0}, {255, 255, 255, 255} }},
{{ {200, -146, 1080}, 0, {373, -1192}, {255, 255, 255, 255} }},
{{ {248, 0, 1080}, 0, {580, -1192}, {255, 255, 255, 255} }},
};
extern u64 object_stk2_Tex_008B50[];
extern u64 object_stk2_Tex_008B50[];
Gfx skull_kid_curse_1_override_dl[] = { // 008A38
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineLERP(TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL1, 0, PRIM_LOD_FRAC, TEXEL0, PRIMITIVE,
ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, SHADE, 0),
gsDPSetPrimColor(0, 0x80, 255, 255, 100, 255),
gsDPSetEnvColor(255, 0, 150, 255),
gsDPSetRenderMode(G_RM_PASS, G_RM_ZB_XLU_SURF2),
gsDPSetTextureLUT(G_TT_NONE),
gsDPLoadTextureBlock(object_stk2_Tex_008B50, G_IM_FMT_I, G_IM_SIZ_8b, 32, 64, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 5, 6, 1, 15),
gsDPLoadMultiBlock(object_stk2_Tex_008B50, 0x0000, 1, G_IM_FMT_I, G_IM_SIZ_8b, 32, 64, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 5, 6, 15, 14),
gsSPDisplayList(0x08000000),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH),
gsSPVertex(skull_kid_curse_1_override_verts + 0, 32, 0),
gsSP2Triangles(0, 1, 2, 0, 2, 3, 4, 0),
gsSP2Triangles(4, 5, 6, 0, 6, 7, 8, 0),
gsSP2Triangles(8, 9, 10, 0, 10, 11, 12, 0),
gsSP2Triangles(12, 13, 14, 0, 15, 16, 17, 0),
gsSP2Triangles(17, 18, 19, 0, 19, 20, 0, 0),
gsSP2Triangles(0, 20, 1, 0, 1, 20, 21, 0),
gsSP2Triangles(1, 21, 22, 0, 2, 1, 3, 0),
gsSP2Triangles(3, 1, 23, 0, 3, 23, 24, 0),
gsSP2Triangles(4, 3, 5, 0, 5, 3, 25, 0),
gsSP2Triangles(5, 25, 26, 0, 6, 5, 7, 0),
gsSP2Triangles(7, 5, 27, 0, 7, 27, 28, 0),
gsSP2Triangles(8, 7, 9, 0, 9, 7, 29, 0),
gsSP2Triangles(9, 29, 30, 0, 10, 9, 11, 0),
gsSP1Triangle(11, 9, 31, 0),
gsSPVertex(skull_kid_curse_1_override_verts + 32, 20, 0),
gsSP2Triangles(0, 1, 2, 0, 3, 0, 4, 0),
gsSP2Triangles(4, 0, 5, 0, 4, 5, 6, 0),
gsSP2Triangles(7, 4, 8, 0, 8, 4, 9, 0),
gsSP2Triangles(8, 9, 10, 0, 11, 12, 13, 0),
gsSP2Triangles(13, 12, 14, 0, 13, 14, 15, 0),
gsSP2Triangles(16, 13, 17, 0, 17, 13, 18, 0),
gsSP1Triangle(17, 18, 19, 0),
gsSPEndDisplayList(),
};
Vtx skull_kid_curse_2_override_verts[52] = { // 008920
{{ {86, -28, 0}, 0, {409, 1024}, {255, 255, 255, 0} }},
{{ {180, 0, 500}, 0, {512, 0}, {255, 255, 255, 255} }},
{{ {86, 28, 0}, 0, {614, 1024}, {255, 255, 255, 0} }},
{{ {53, -73, 0}, 0, {204, 1024}, {255, 255, 255, 0} }},
{{ {146, -106, 500}, 0, {307, 0}, {255, 255, 255, 255} }},
{{ {0, -90, 0}, 0, {0, 1024}, {255, 255, 255, 0} }},
{{ {56, -171, 500}, 0, {102, 0}, {255, 255, 255, 255} }},
{{ {-53, -73, 0}, 0, {1843, 1024}, {255, 255, 255, 0} }},
{{ {-56, -171, 500}, 0, {1945, 0}, {255, 255, 255, 255} }},
{{ {0, -90, 0}, 0, {2048, 1024}, {255, 255, 255, 0} }},
{{ {-86, -28, 0}, 0, {1638, 1024}, {255, 255, 255, 0} }},
{{ {-146, -106, 500}, 0, {1740, 0}, {255, 255, 255, 255} }},
{{ {-86, 28, 0}, 0, {1433, 1024}, {255, 255, 255, 0} }},
{{ {-180, 0, 500}, 0, {1536, 0}, {255, 255, 255, 255} }},
{{ {-53, 73, 0}, 0, {1228, 1024}, {255, 255, 255, 0} }},
{{ {-146, 106, 500}, 0, {1331, 0}, {255, 255, 255, 255} }},
{{ {0, 90, 0}, 0, {1024, 1024}, {255, 255, 255, 0} }},
{{ {-56, 171, 500}, 0, {1126, 0}, {255, 255, 255, 255} }},
{{ {53, 73, 0}, 0, {819, 1024}, {255, 255, 255, 0} }},
{{ {56, 171, 500}, 0, {921, 0}, {255, 255, 255, 255} }},
{{ {146, 106, 500}, 0, {716, 0}, {255, 255, 255, 255} }},
{{ {218, -159, 1080}, 0, {359, -1185}, {255, 255, 255, 255} }},
{{ {269, 0, 1080}, 0, {562, -1185}, {255, 255, 255, 255} }},
{{ {84, -256, 1080}, 0, {152, -1185}, {255, 255, 255, 255} }},
{{ {218, -159, 1080}, 0, {359, -1185}, {255, 255, 255, 255} }},
{{ {56, -171, 500}, 0, {2150, 0}, {255, 255, 255, 255} }},
{{ {-84, -256, 1080}, 0, {1996, -1185}, {255, 255, 255, 255} }},
{{ {84, -256, 1080}, 0, {2201, -1185}, {255, 255, 255, 255} }},
{{ {-218, -159, 1080}, 0, {1792, -1185}, {255, 255, 255, 255} }},
{{ {-84, -256, 1080}, 0, {1995, -1185}, {255, 255, 255, 255} }},
{{ {-269, 0, 1080}, 0, {1586, -1185}, {255, 255, 255, 255} }},
{{ {-218, -159, 1080}, 0, {1791, -1185}, {255, 255, 255, 255} }},
{{ {-180, 0, 500}, 0, {1536, 0}, {255, 255, 255, 255} }},
{{ {-146, 106, 500}, 0, {1331, 0}, {255, 255, 255, 255} }},
{{ {-218, 159, 1080}, 0, {1383, -1185}, {255, 255, 255, 255} }},
{{ {-269, 0, 1080}, 0, {1586, -1185}, {255, 255, 255, 255} }},
{{ {-53, 73, 0}, 0, {1228, 1024}, {255, 255, 255, 0} }},
{{ {-56, 171, 500}, 0, {1126, 0}, {255, 255, 255, 255} }},
{{ {-84, 256, 1080}, 0, {1176, -1185}, {255, 255, 255, 255} }},
{{ {-218, 159, 1080}, 0, {1383, -1185}, {255, 255, 255, 255} }},
{{ {0, 90, 0}, 0, {1024, 1024}, {255, 255, 255, 0} }},
{{ {56, 171, 500}, 0, {921, 0}, {255, 255, 255, 255} }},
{{ {84, 256, 1080}, 0, {972, -1185}, {255, 255, 255, 255} }},
{{ {-84, 256, 1080}, 0, {1177, -1185}, {255, 255, 255, 255} }},
{{ {53, 73, 0}, 0, {819, 1024}, {255, 255, 255, 0} }},
{{ {146, 106, 500}, 0, {716, 0}, {255, 255, 255, 255} }},
{{ {218, 159, 1080}, 0, {768, -1185}, {255, 255, 255, 255} }},
{{ {84, 256, 1080}, 0, {971, -1185}, {255, 255, 255, 255} }},
{{ {86, 28, 0}, 0, {614, 1024}, {255, 255, 255, 0} }},
{{ {180, 0, 500}, 0, {512, 0}, {255, 255, 255, 255} }},
{{ {269, 0, 1080}, 0, {562, -1185}, {255, 255, 255, 255} }},
{{ {218, 159, 1080}, 0, {767, -1185}, {255, 255, 255, 255} }},
};
extern u64 object_stk2_Tex_009750[];
extern u64 object_stk2_Tex_009350[];
Gfx skull_kid_curse_2_override_dl[] = { // 008920
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineLERP(TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL1, 0, PRIM_LOD_FRAC, TEXEL0, PRIMITIVE,
ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, SHADE, 0),
gsDPSetPrimColor(0, 0x80, 0, 0, 255, 255),
gsDPSetEnvColor(0, 220, 0, 255),
gsDPSetRenderMode(G_RM_PASS, G_RM_AA_ZB_XLU_INTER2),
gsDPSetTextureLUT(G_TT_NONE),
gsDPLoadTextureBlock(object_stk2_Tex_009750, G_IM_FMT_I, G_IM_SIZ_8b, 32, 64, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_MIRROR | G_TX_WRAP, 5, 6, 15, 14),
gsDPLoadMultiBlock(object_stk2_Tex_009350, 0x0100, 1, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 5, 5, 15, 1),
gsSPDisplayList(0x09000000),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH),
gsSPVertex(skull_kid_curse_2_override_verts + 0, 32, 0),
gsSP2Triangles(0, 1, 2, 0, 3, 4, 0, 0),
gsSP2Triangles(5, 6, 3, 0, 7, 8, 9, 0),
gsSP2Triangles(10, 11, 7, 0, 12, 13, 10, 0),
gsSP2Triangles(14, 15, 12, 0, 16, 17, 14, 0),
gsSP2Triangles(18, 19, 16, 0, 2, 20, 18, 0),
gsSP2Triangles(0, 4, 1, 0, 1, 4, 21, 0),
gsSP2Triangles(1, 21, 22, 0, 3, 6, 4, 0),
gsSP2Triangles(4, 6, 23, 0, 4, 23, 24, 0),
gsSP2Triangles(9, 8, 25, 0, 25, 8, 26, 0),
gsSP2Triangles(25, 26, 27, 0, 7, 11, 8, 0),
gsSP2Triangles(8, 11, 28, 0, 8, 28, 29, 0),
gsSP2Triangles(10, 13, 11, 0, 11, 13, 30, 0),
gsSP2Triangles(11, 30, 31, 0, 12, 15, 13, 0),
gsSPVertex(skull_kid_curse_2_override_verts + 32, 20, 0),
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSP2Triangles(4, 5, 1, 0, 1, 5, 6, 0),
gsSP2Triangles(1, 6, 7, 0, 8, 9, 5, 0),
gsSP2Triangles(5, 9, 10, 0, 5, 10, 11, 0),
gsSP2Triangles(12, 13, 9, 0, 9, 13, 14, 0),
gsSP2Triangles(9, 14, 15, 0, 16, 17, 13, 0),
gsSP2Triangles(13, 17, 18, 0, 13, 18, 19, 0),
gsSPEndDisplayList(),
};
// Sets the flag to 1 for any vertex that has an alpha of 255.
void set_vertex_flags(Vtx* verts, s32 count) {
for (s32 i = 0; i < count; i++) {
@ -810,14 +1010,12 @@ void set_all_vertex_flags() {
// Patches the given DL to replace a vertex command at the given position with a branch to the new DL.
void patch_ocarina_effect(Actor* actor, Gfx* original_dl, u32 dl_offset, Gfx* override_dl) {
Gfx* reloc_dl = (Gfx*)actor_relocate(actor, original_dl);
set_all_vertex_flags();
// Check if the DL hasn't been patched yet.
if (reloc_dl[dl_offset].words.w0 >> 24 == G_VTX) {
if (original_dl[dl_offset].words.w0 >> 24 == G_VTX) {
// Redirect the DL away from the original vertex command and to the override DL.
gSPBranchList(&reloc_dl[dl_offset], override_dl);
gSPBranchList(&original_dl[dl_offset], override_dl);
}
}
@ -832,7 +1030,7 @@ void set_ocarina_vertex_alphas(Vtx* verts, s32 count, u8 alpha) {
extern Gfx sSongOfTimeFrustumMaterialDL[];
void OceffWipe_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFF;
OceffWipe* this = (OceffWipe*)thisx;
f32 z;
@ -889,8 +1087,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 100, 0, 255, 128);
}
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, &sSongOfTimeFrustumMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, sSongOfTimeFrustumMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 - scroll, scroll * -2, 32,
32, 1, 0 - scroll, scroll * -2, 32, 32));
// @recomp Use the new DL instead of the original.
@ -901,7 +1098,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
extern Gfx sEponaSongFrustumMaterialDL[];
void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFF;
OceffWipe2* this = (OceffWipe2*)thisx;
f32 z;
@ -944,8 +1141,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 100, 0, 128);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, sEponaSongFrustumMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, sEponaSongFrustumMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 6, scroll * -6, 64,
64, 1, scroll * -6, 0, 64, 64));
// @recomp Use the new DL instead of the original.
@ -956,7 +1152,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
extern Gfx sSariaSongFrustrumMaterialDL[];
void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFFF;
OceffWipe3* this = (OceffWipe3*)thisx;
f32 z;
@ -998,8 +1194,7 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 128);
// @recomp Manual relocation, TODO remove when automated.
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, &sSariaSongFrustrumMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, sSariaSongFrustrumMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 12, scroll * -12, 64, 64, 1,
scroll * 8, scroll * -8, 64, 64));
// @recomp Use the new DL instead of the original.
@ -1012,7 +1207,7 @@ extern Gfx sScarecrowSongUnusedMaterialDL[];
extern Gfx sScarecrowSongMaterialDL[];
extern Gfx sScarecrowSongModelDL[];
void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
u32 scroll = play->state.frames & 0xFFF;
OceffWipe4* this = (OceffWipe4*)thisx;
f32 z;
@ -1053,17 +1248,16 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Manual relocations, TODO remove when automated.
if (this->actor.params == OCEFF_WIPE4_UNUSED) {
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, sScarecrowSongUnusedMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, sScarecrowSongUnusedMaterialDL);
} else {
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, sScarecrowSongMaterialDL));
gSPDisplayList(POLY_XLU_DISP++, sScarecrowSongMaterialDL);
}
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, sScarecrowSongModelDL));
gSPDisplayList(POLY_XLU_DISP++, sScarecrowSongModelDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * -2, 32,
64, 1, scroll * -1, scroll, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, &sScarecrowSongModelDL[11]));
gSPDisplayList(POLY_XLU_DISP++, &sScarecrowSongModelDL[11]);
CLOSE_DISPS(play->state.gfxCtx);
}
@ -1079,7 +1273,7 @@ static u8 sEnvColors[] = {
extern Gfx gOceff5DL[];
extern AnimatedMaterial gOceff5TexAnim[];
void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
OceffWipe5* this = (OceffWipe5*)thisx;
f32 z;
s32 pad;
@ -1139,9 +1333,8 @@ void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, sEnvColors[colorIndex], sEnvColors[colorIndex + 1], sEnvColors[colorIndex + 2],
255);
// @recomp Manual relocations, TODO remove when automated.
AnimatedMat_Draw(play, (AnimatedMaterial*)actor_relocate(thisx, gOceff5TexAnim));
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, gOceff5DL));
AnimatedMat_Draw(play, gOceff5TexAnim);
gSPDisplayList(POLY_XLU_DISP++, gOceff5DL);
CLOSE_DISPS(play->state.gfxCtx);
}
@ -1149,7 +1342,7 @@ void OceffWipe5_Draw(Actor* thisx, PlayState* play) {
extern Gfx gOceff6DL[];
extern AnimatedMaterial ovl_Oceff_Wipe6_Matanimheader_000338[];
void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
OceffWipe6* this = (OceffWipe6*)thisx;
f32 z;
u8 alpha;
@ -1192,9 +1385,8 @@ void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateXS(0x708, MTXMODE_APPLY);
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Manual relocations, TODO remove these when automatic.
AnimatedMat_Draw(play, (AnimatedMaterial*)actor_relocate(thisx, ovl_Oceff_Wipe6_Matanimheader_000338));
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, gOceff6DL));
AnimatedMat_Draw(play, ovl_Oceff_Wipe6_Matanimheader_000338);
gSPDisplayList(POLY_XLU_DISP++, gOceff6DL);
CLOSE_DISPS(play->state.gfxCtx);
}
@ -1202,7 +1394,7 @@ void OceffWipe6_Draw(Actor* thisx, PlayState* play) {
extern Gfx sSongOfHealingEffectFrustumDL[];
extern AnimatedMaterial sSongofHealingEffectTexAnim[];
void OceffWipe7_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void OceffWipe7_Draw(Actor* thisx, PlayState* play) {
OceffWipe7* this = (OceffWipe7*)thisx;
f32 z;
u8 alpha;
@ -1243,9 +1435,53 @@ void OceffWipe7_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateXS(0x708, MTXMODE_APPLY);
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Manual relocations, TODO remove when automated.
AnimatedMat_Draw(play, (AnimatedMaterial*)actor_relocate(thisx, sSongofHealingEffectTexAnim));
gSPDisplayList(POLY_XLU_DISP++, (Gfx*)actor_relocate(thisx, &sSongOfHealingEffectFrustumDL));
AnimatedMat_Draw(play, sSongofHealingEffectTexAnim);
gSPDisplayList(POLY_XLU_DISP++, sSongOfHealingEffectFrustumDL);
CLOSE_DISPS(play->state.gfxCtx);
}
extern AnimatedMaterial object_stk2_Matanimheader_009F60[];
// @recomp Patch the Skull Kid curse effect as well, which works similarly to the ocarina effects.
// In this case, the patch also includes effect transform tagging patches.
RECOMP_PATCH void EffStk_Draw(Actor* thisx, PlayState* play) {
EffStk* this = (EffStk*)thisx;
s32 pad;
Camera* activeCam = GET_ACTIVE_CAM(play);
Vec3f eye = activeCam->eye;
Vec3f quakeOffset;
quakeOffset = Camera_GetQuakeOffset(activeCam);
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
Matrix_Translate(eye.x + quakeOffset.x, eye.y + quakeOffset.y, eye.z + quakeOffset.z, MTXMODE_NEW);
Matrix_Scale(0.2f, 0.2f, 0.2f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Translate(0.0f, 0.0f, this->unk148, MTXMODE_APPLY);
Mtx* mtx = Matrix_NewMtx(play->state.gfxCtx);
// @recomp Tag the transform. Do not allow edits as this will get edited by the billboard detection and we'll want to skip position during a camera cut too.
if (camera_was_skipped()) {
gEXMatrixGroupDecomposedSkipPosRot(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
AnimatedMat_DrawAlphaStep(play, Lib_SegmentedToVirtual(object_stk2_Matanimheader_009F60), 1.0f, this->unk144);
gDPSetColorDither(POLY_XLU_DISP++, G_CD_NOISE);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_NOISE);
// @recomp Use the new DLs instead of the originals.
gSPDisplayList(POLY_XLU_DISP++, skull_kid_curse_2_override_dl);
gSPDisplayList(POLY_XLU_DISP++, skull_kid_curse_1_override_dl);
// @recomp Pop the transform tag.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
}

File diff suppressed because it is too large Load Diff

View File

@ -10,7 +10,7 @@ extern EffectSsInfo sEffectSsInfo;
u8 particle_reset_list[MAX_PARTICLES];
// @recomp Patched to track that the particle has been reset.
void EffectSS_ResetEntry(EffectSs* particle) {
RECOMP_PATCH void EffectSS_ResetEntry(EffectSs* particle) {
u32 i;
particle->type = EFFECT_SS_MAX;
@ -39,7 +39,7 @@ void EffectSS_ResetEntry(EffectSs* particle) {
}
// @recomp Check numEntries to be sure enough space has been allocated for tracking particle statuses.
void EffectSS_Init(PlayState* play, s32 numEntries) {
RECOMP_PATCH void EffectSS_Init(PlayState* play, s32 numEntries) {
u32 i;
EffectSs* effectsSs;
EffectSsOverlay* overlay;
@ -66,7 +66,7 @@ void EffectSS_Init(PlayState* play, s32 numEntries) {
}
// @recomp Add transform tags to particles
void EffectSS_DrawParticle(PlayState* play, s32 index) {
RECOMP_PATCH void EffectSS_DrawParticle(PlayState* play, s32 index) {
EffectSs* entry = &sEffectSsInfo.dataTable[index];
OPEN_DISPS(play->state.gfxCtx);
@ -101,7 +101,7 @@ extern Gfx gSunSparkleModelDL[];
extern u8 D_80B23C40[];
extern u8 D_80B23C2C[];
// @recomp Modified to take the actor as an argument for relocation and to tag firework transforms.
// @recomp Modified to tag firework transforms.
void func_80B22FA8_patched(Actor* thisx, EnHanabiStruct* arg0, PlayState* play2) {
PlayState* play = play2;
GraphicsContext* gfxCtx = play->state.gfxCtx;
@ -119,10 +119,6 @@ void func_80B22FA8_patched(Actor* thisx, EnHanabiStruct* arg0, PlayState* play2)
sp53 = 0xFF;
// @recomp Manually relocate, TODO remove when automated by recompiler.
u8* D_80B23C40_relocated = (u8*)actor_relocate(thisx, D_80B23C40);
u8* D_80B23C2C_relocated = (u8*)actor_relocate(thisx, D_80B23C2C);
for (i = 0; i < 400; i++, arg0++) {
if (arg0->unk_00 != 1) {
continue;
@ -145,18 +141,18 @@ void func_80B22FA8_patched(Actor* thisx, EnHanabiStruct* arg0, PlayState* play2)
if (sp53 != arg0->unk_02) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, D_80B23C40_relocated[arg0->unk_02], D_80B23C40_relocated[arg0->unk_02 + 1],
D_80B23C40_relocated[arg0->unk_02 + 2], 255);
gDPSetEnvColor(POLY_XLU_DISP++, D_80B23C40[arg0->unk_02], D_80B23C40[arg0->unk_02 + 1],
D_80B23C40[arg0->unk_02 + 2], 255);
sp53 = arg0->unk_02;
}
if (arg0->unk_01 < 6) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C_relocated[arg0->unk_02], D_80B23C2C_relocated[arg0->unk_02 + 1],
D_80B23C2C_relocated[arg0->unk_02 + 2], arg0->unk_01 * 50);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C[arg0->unk_02], D_80B23C2C[arg0->unk_02 + 1],
D_80B23C2C[arg0->unk_02 + 2], arg0->unk_01 * 50);
} else {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C_relocated[arg0->unk_02], D_80B23C2C_relocated[arg0->unk_02 + 1],
D_80B23C2C_relocated[arg0->unk_02 + 2], 255);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, D_80B23C2C[arg0->unk_02], D_80B23C2C[arg0->unk_02 + 1],
D_80B23C2C[arg0->unk_02 + 2], 255);
}
gSPDisplayList(POLY_XLU_DISP++, gSunSparkleModelDL);
@ -168,11 +164,11 @@ void func_80B22FA8_patched(Actor* thisx, EnHanabiStruct* arg0, PlayState* play2)
}
// @recomp Patched to call a custom version of a vanilla function.
void EnHanabi_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnHanabi_Draw(Actor* thisx, PlayState* play) {
EnHanabi* this = (EnHanabi*)thisx;
Matrix_Push();
// @recomp Call a modified version of the function that takes the actor for relocation purposes.
// @recomp Call a modified version of the function that takes the actor for tagging purposes.
func_80B22FA8_patched(thisx, this->unk_148, play);
Matrix_Pop();
}
@ -180,7 +176,7 @@ void EnHanabi_Draw(Actor* thisx, PlayState* play) {
Vec3f kankyo_prev_pos_base[DEMOKANKYO_EFFECT_COUNT] = {0};
// @recomp Patched to draw the lost woods particles outside the 4:3 region and tag their transforms.
void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
@ -290,7 +286,7 @@ extern Gfx gBubbleDL[];
extern Gfx gLightOrbModelDL[];
// @recomp Patched to draw the lost woods particles outside the 4:3 region and tag their transforms.
void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
@ -385,13 +381,12 @@ void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
}
static Vec3f D_80A5AFB0 = { 0.0f, 0.0f, 0.0f };
static Vec3f D_80A5AFBC = { 0.0f, -1.0f, 0.0f };
// The byte after unk_01 in EnWaterEffectStruct is unused, so we'll use it as a respawn flag.
#define WATER_EFFECT_RESPAWNED(ptr) (&(ptr)->unk_01)[1]
// @recomp Mark respawned water effect particles so they can be skipped for the first frame.
void func_80A599E8(EnWaterEffect* this, Vec3f* arg1, u8 arg2) {
RECOMP_PATCH void func_80A599E8(EnWaterEffect* this, Vec3f* arg1, u8 arg2) {
s16 i;
EnWaterEffectStruct* ptr = &this->unk_144[0];
@ -438,7 +433,7 @@ extern Gfx object_water_effect_DL_0043E8[];
extern Gfx gameplay_keep_DL_06AB30[];
// @recomp Tag the transforms for falling fire rocks.
void func_80A5A184(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_80A5A184(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnWaterEffect* this = (EnWaterEffect*)thisx;
GraphicsContext* gfxCtx = play->state.gfxCtx;

View File

@ -1,6 +1,15 @@
#ifndef __PATCHES_H__
#define __PATCHES_H__
#define RECOMP_EXPORT __attribute__((section(".recomp_export")))
#define RECOMP_PATCH __attribute__((section(".recomp_patch")))
#define RECOMP_FORCE_PATCH __attribute__((section(".recomp_force_patch")))
#define RECOMP_DECLARE_EVENT(func) \
_Pragma("GCC diagnostic push") \
_Pragma("GCC diagnostic ignored \"-Wunused-parameter\"") \
__attribute__((noinline, weak, used, section(".recomp_event"))) void func {} \
_Pragma("GCC diagnostic pop")
// TODO fix renaming symbols in patch recompilation
#define osCreateMesgQueue osCreateMesgQueue_recomp
#define osRecvMesg osRecvMesg_recomp
@ -9,6 +18,8 @@
#define osFlashWriteArray osFlashWriteArray_recomp
#define osFlashWriteBuffer osFlashWriteBuffer_recomp
#define osWritebackDCache osWritebackDCache_recomp
#define osInvalICache osInvalICache_recomp
#define osGetTime osGetTime_recomp
#define osContStartReadData osContStartReadData_recomp
#define osContGetReadData osContGetReadData_recomp
@ -22,6 +33,17 @@
#include "global.h"
#include "rt64_extended_gbi.h"
#ifndef gEXFillRectangle
#define gEXFillRectangle(cmd, lorigin, rorigin, ulx, uly, lrx, lry) \
G_EX_COMMAND2(cmd, \
PARAM(RT64_EXTENDED_OPCODE, 8, 24) | PARAM(G_EX_FILLRECT_V1, 24, 0), \
PARAM(lorigin, 12, 0) | PARAM(rorigin, 12, 12), \
\
PARAM((ulx) * 4, 16, 16) | PARAM((uly) * 4, 16, 0), \
PARAM((lrx) * 4, 16, 16) | PARAM((lry) * 4, 16, 0) \
)
#endif
#define gEXMatrixGroupNoInterpolation(cmd, push, proj, edit) \
gEXMatrixGroup(cmd, G_EX_ID_IGNORE, G_EX_INTERPOLATE_SIMPLE, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR, edit)
@ -50,17 +72,6 @@
int recomp_printf(const char* fmt, ...);
float recomp_powf(float, float);
static inline void* actor_relocate(Actor* actor, void* addr) {
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 {
/* 0 */ PICTO_BOX_STATE_OFF, // Not using the pictograph
/* 1 */ PICTO_BOX_STATE_LENS, // Looking through the lens of the pictograph
@ -91,6 +102,7 @@ void clear_camera_skipped();
void edit_billboard_groups(PlayState* play);
bool camera_was_skipped();
void room_load_hook(PlayState* play, Room* room);
void draw_autosave_icon(PlayState* play);
void recomp_crash(const char* err);

View File

@ -1,5 +1,5 @@
RAMBASE = 0x80801000; /* Used to hold any new symbols */
EXTRA_RAM_SIZE = 0x01000000; /* Amount of extra ram allocated by recomp */
PATCH_RAM_END = 0x81000000; /* Amount of extra ram allocated by recomp */
MEMORY {
extram : ORIGIN = RAMBASE, LENGTH = 64M
@ -7,19 +7,18 @@ MEMORY {
}
SECTIONS {
.ctors : { *(.ctors*) *(.init_array*) } >extram AT >rom
.dtors : { *(.dtors*) } >extram AT >rom
.rodata : { *(.rodata*) } >extram AT >rom
.data : { *(.data*) } >extram AT >rom
/* The following sections will be removed from the objcopy */
/* bss isn't noload to make .text rom addresses valid for the recompiler */
.bss : { *(.bss*) *(COMMON) } >extram AT >rom
ASSERT(. < RAMBASE + EXTRA_RAM_SIZE, "Maxed out recomp extra ram")
/* Padding to push .text to avoid conflicts with original function addresses */
.pad : { . += 0x1000000; } >extram AT >rom
.text : { *(.text*) } >extram AT >rom
.ctors : { *(.ctors*) *(.init_array*) } >extram AT >rom
.dtors : { *(.dtors*) } >extram AT >rom
.text : { *(.text*) } >extram AT >rom
.recomp_patch : { *(.recomp_patch*) *(.recomp_force_patch*) } >extram AT >rom
.recomp_export : { *(.recomp_export*) } >extram AT >rom
.recomp_event : { *(.recomp_event*) } >extram AT >rom
.rodata : { *(.rodata*) } >extram AT >rom
.data : { *(.data*) } >extram AT >rom
.bss (NOLOAD) : { *(.bss*) *(COMMON) } >extram
ASSERT(. <= PATCH_RAM_END, "Maxed out recomp extra ram")
.reloc 0 : { *(.reloc*) }
.symtab 0 : { *(.symtab) }
.strtab 0 : { *(.strtab) }
.shstrtab 0 : { *(.shstrtab) }

View File

@ -1,21 +1,53 @@
#include "play_patches.h"
#include "z64debug_display.h"
#include "input.h"
#include "prevent_bss_reordering.h"
#include "z64.h"
#include "regs.h"
#include "functions.h"
#include "z64vismono.h"
#include "z64visfbuf.h"
#include "buffers.h"
#include "variables.h"
#include "macros.h"
#include "buffers.h"
#include "idle.h"
#include "sys_cfb.h"
#include "z64bombers_notebook.h"
#include "z64quake.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
#include "z64view.h"
#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
#include "overlays/gamestates/ovl_opening/z_opening.h"
#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "debug.h"
extern Input D_801F6C18;
RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_on_play_update(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_after_play_update(PlayState* play));
void controls_play_update(PlayState* play) {
gSaveContext.options.zTargetSetting = recomp_get_targeting_mode();
}
// @recomp Patched to add hooks for various added functionality.
void Play_Main(GameState* thisx) {
RECOMP_PATCH void Play_Main(GameState* thisx) {
static Input* prevInput = NULL;
PlayState* this = (PlayState*)thisx;
// @recomp_event recomp_on_play_main(PlayState* play): Allow mods to execute code every frame.
recomp_on_play_main(this);
// @recomp
debug_play_update(this);
controls_play_update(this);
analog_cam_pre_play_update(this);
matrix_play_update(this);
// @recomp avoid unused variable warning
@ -31,8 +63,18 @@ void Play_Main(GameState* thisx) {
this->state.gfxCtx = NULL;
}
camera_pre_play_update(this);
// @recomp_event recomp_on_play_update(PlayState* play): Play_Update is about to be called.
recomp_on_play_update(this);
Play_Update(this);
// @recomp_event recomp_after_play_update(PlayState* play): Play_Update was called.
recomp_after_play_update(this);
camera_post_play_update(this);
analog_cam_post_play_update(this);
autosave_post_play_update(this);
this->state.gfxCtx = gfxCtx;
}
@ -51,7 +93,7 @@ void Play_Main(GameState* thisx) {
}
// @recomp Patched to add load a hook for loading rooms.
s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
RECOMP_PATCH s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->status == 1) {
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
roomCtx->status = 0;
@ -80,3 +122,322 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
return 1;
}
void ZeldaArena_Init(void* start, size_t size);
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
void Play_InitMotionBlur(void);
extern s16 sTransitionFillTimer;
extern Input D_801F6C18;
extern TransitionTile sTransitionTile;
extern s32 gTransitionTileState;
extern VisMono sPlayVisMono;
extern Color_RGBA8_u32 gVisMonoColor;
extern VisFbuf sPlayVisFbuf;
extern VisFbuf* sPlayVisFbufInstance;
extern BombersNotebook sBombersNotebook;
extern u8 sBombersNotebookOpen;
extern u8 sMotionBlurStatus;
extern s32 gDbgCamEnabled;
extern u8 D_801D0D54;
extern u8 gPictoPhotoI8[];
extern u8 D_80784600[];
// Non-relocatable references to the original addresses of these game state functions.
void DayTelop_Init_NORELOCATE(GameState*);
void TitleSetup_Init_NORELOCATE(GameState*);
RECOMP_DECLARE_EVENT(recomp_on_play_init(PlayState* this));
RECOMP_DECLARE_EVENT(recomp_after_play_init(PlayState* this));
bool allow_no_ocarina_tf = false;
// @recomp_export void recomp_set_allow_no_ocarina_tf(bool new_val): Set whether to force Termina Field to load normally even if Link has no ocarina.
RECOMP_EXPORT void recomp_set_allow_no_ocarina_tf(bool new_val) {
allow_no_ocarina_tf = new_val;
}
RECOMP_PATCH void Play_Init(GameState* thisx) {
PlayState* this = (PlayState*)thisx;
GraphicsContext* gfxCtx = this->state.gfxCtx;
s32 pad;
uintptr_t zAlloc;
s32 zAllocSize;
Player* player;
s32 i;
s32 spawn;
u8 sceneLayer;
s32 scene;
// @recomp_event recomp_on_play_init(PlayState* this): A new PlayState is being initialized.
recomp_on_play_init(this);
if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) {
CLEAR_EVENTINF(EVENTINF_TRIGGER_DAYTELOP);
STOP_GAMESTATE(&this->state);
// Use non-relocatable reference to DayTelop_Init instead.
SET_NEXT_GAMESTATE(&this->state, DayTelop_Init_NORELOCATE, sizeof(DayTelopState));
return;
}
gSaveContext.unk_3CA7 = 1;
if (gSaveContext.respawnFlag == -0x63) {
gSaveContext.respawnFlag = 2;
}
} else {
gSaveContext.unk_3CA7 = 0;
}
if (gSaveContext.save.entrance == -1) {
gSaveContext.save.entrance = 0;
STOP_GAMESTATE(&this->state);
// Use non-relocatable reference to TitleSetup_Init instead.
SET_NEXT_GAMESTATE(&this->state, TitleSetup_Init_NORELOCATE, sizeof(TitleSetupState));
return;
}
if ((gSaveContext.nextCutsceneIndex == 0xFFEF) || (gSaveContext.nextCutsceneIndex == 0xFFF0)) {
scene = ((void)0, gSaveContext.save.entrance) >> 9;
spawn = (((void)0, gSaveContext.save.entrance) >> 4) & 0x1F;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_SNOWHEAD_TEMPLE)) {
if (scene == ENTR_SCENE_MOUNTAIN_VILLAGE_WINTER) {
scene = ENTR_SCENE_MOUNTAIN_VILLAGE_SPRING;
} else if (scene == ENTR_SCENE_GORON_VILLAGE_WINTER) {
scene = ENTR_SCENE_GORON_VILLAGE_SPRING;
} else if (scene == ENTR_SCENE_PATH_TO_GORON_VILLAGE_WINTER) {
scene = ENTR_SCENE_PATH_TO_GORON_VILLAGE_SPRING;
} else if ((scene == ENTR_SCENE_SNOWHEAD) || (scene == ENTR_SCENE_PATH_TO_SNOWHEAD) ||
(scene == ENTR_SCENE_PATH_TO_MOUNTAIN_VILLAGE) || (scene == ENTR_SCENE_GORON_SHRINE) ||
(scene == ENTR_SCENE_GORON_RACETRACK)) {
gSaveContext.nextCutsceneIndex = 0xFFF0;
}
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) {
if (scene == ENTR_SCENE_SOUTHERN_SWAMP_POISONED) {
scene = ENTR_SCENE_SOUTHERN_SWAMP_CLEARED;
} else if (scene == ENTR_SCENE_WOODFALL) {
gSaveContext.nextCutsceneIndex = 0xFFF1;
}
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE) && (scene == ENTR_SCENE_IKANA_CANYON)) {
gSaveContext.nextCutsceneIndex = 0xFFF2;
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_GREAT_BAY_TEMPLE) &&
((scene == ENTR_SCENE_GREAT_BAY_COAST) || (scene == ENTR_SCENE_ZORA_CAPE))) {
gSaveContext.nextCutsceneIndex = 0xFFF0;
}
// "First cycle" Termina Field
// @recomp_use_export_var allow_no_ocarina_tf: Skip loading into "First cycle" Termina Field if mods enable it.
if (!allow_no_ocarina_tf && INV_CONTENT(ITEM_OCARINA_OF_TIME) != ITEM_OCARINA_OF_TIME) {
if ((scene == ENTR_SCENE_TERMINA_FIELD) &&
(((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) {
gSaveContext.nextCutsceneIndex = 0xFFF4;
}
}
//! FAKE:
gSaveContext.save.entrance =
Entrance_Create(((void)0, scene), spawn, ((void)0, gSaveContext.save.entrance) & 0xF);
}
GameState_Realloc(&this->state, 0);
KaleidoManager_Init(this);
ShrinkWindow_Init();
View_Init(&this->view, gfxCtx);
Audio_SetExtraFilter(0);
Quake_Init();
Distortion_Init(this);
for (i = 0; i < ARRAY_COUNT(this->cameraPtrs); i++) {
this->cameraPtrs[i] = NULL;
}
Camera_Init(&this->mainCamera, &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->mainCamera, CAM_STATUS_ACTIVE);
for (i = 0; i < ARRAY_COUNT(this->subCameras); i++) {
Camera_Init(&this->subCameras[i], &this->view, &this->colCtx, this);
Camera_ChangeStatus(&this->subCameras[i], CAM_STATUS_INACTIVE);
}
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = CAM_ID_MAIN;
this->activeCamId = CAM_ID_MAIN;
Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_CHECK_WATER | CAM_STATE_2 | CAM_STATE_3 |
CAM_STATE_4 | CAM_STATE_DISABLE_MODE_CHANGE | CAM_STATE_6);
Sram_Alloc(&this->state, &this->sramCtx);
Regs_InitData(this);
Message_Init(this);
GameOver_Init(this);
SoundSource_InitAll(this);
EffFootmark_Init(this);
Effect_Init(this);
EffectSS_Init(this, 100);
CollisionCheck_InitContext(this, &this->colChkCtx);
AnimationContext_Reset(&this->animationCtx);
Cutscene_InitContext(this, &this->csCtx);
if (gSaveContext.nextCutsceneIndex != 0xFFEF) {
gSaveContext.save.cutsceneIndex = gSaveContext.nextCutsceneIndex;
gSaveContext.nextCutsceneIndex = 0xFFEF;
}
if (gSaveContext.save.cutsceneIndex == 0xFFFD) {
gSaveContext.save.cutsceneIndex = 0;
}
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
gSaveContext.save.time = gSaveContext.nextDayTime;
gSaveContext.skyboxTime = gSaveContext.nextDayTime;
}
if ((CURRENT_TIME >= CLOCK_TIME(18, 0)) || (CURRENT_TIME < CLOCK_TIME(6, 30))) {
gSaveContext.save.isNight = true;
} else {
gSaveContext.save.isNight = false;
}
func_800EDDB0(this);
if (((gSaveContext.gameMode != GAMEMODE_NORMAL) && (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN)) ||
(gSaveContext.save.cutsceneIndex >= 0xFFF0)) {
gSaveContext.nayrusLoveTimer = 0;
Magic_Reset(this);
gSaveContext.sceneLayer = (gSaveContext.save.cutsceneIndex & 0xF) + 1;
// Set saved cutscene to 0 so it doesn't immediately play, but instead let the `CutsceneManager` handle it.
gSaveContext.save.cutsceneIndex = 0;
} else {
gSaveContext.sceneLayer = 0;
}
sceneLayer = gSaveContext.sceneLayer;
Play_SpawnScene(
this, Entrance_GetSceneIdAbsolute(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)),
Entrance_GetSpawnNum(((void)0, gSaveContext.save.entrance) + ((void)0, gSaveContext.sceneLayer)));
KaleidoScopeCall_Init(this);
Interface_Init(this);
if (gSaveContext.nextDayTime != NEXT_TIME_NONE) {
if (gSaveContext.nextDayTime == NEXT_TIME_DAY) {
gSaveContext.save.day++;
gSaveContext.save.eventDayCount++;
gSaveContext.dogIsLost = true;
gSaveContext.nextDayTime = NEXT_TIME_DAY_SET;
} else {
gSaveContext.nextDayTime = NEXT_TIME_NIGHT_SET;
}
}
Play_InitMotionBlur();
R_PAUSE_BG_PRERENDER_STATE = PAUSE_BG_PRERENDER_OFF;
R_PICTO_PHOTO_STATE = PICTO_PHOTO_STATE_OFF;
PreRender_Init(&this->pauseBgPreRender);
PreRender_SetValuesSave(&this->pauseBgPreRender, gCfbWidth, gCfbHeight, NULL, NULL, NULL);
PreRender_SetValues(&this->pauseBgPreRender, gCfbWidth, gCfbHeight, NULL, NULL);
this->unk_18E64 = gWorkBuffer;
this->pictoPhotoI8 = gPictoPhotoI8;
this->unk_18E68 = D_80784600;
this->unk_18E58 = D_80784600;
this->unk_18E60 = D_80784600;
gTransitionTileState = TRANS_TILE_OFF;
this->transitionMode = TRANS_MODE_OFF;
D_801D0D54 = false;
FrameAdvance_Init(&this->frameAdvCtx);
Rand_Seed(osGetTime());
Matrix_Init(&this->state);
this->state.main = Play_Main;
this->state.destroy = Play_Destroy;
this->transitionTrigger = TRANS_TRIGGER_END;
this->worldCoverAlpha = 0;
this->bgCoverAlpha = 0;
this->haltAllActors = false;
this->unk_18844 = false;
if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
if (gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
this->transitionType =
(Entrance_GetTransitionFlags(((void)0, gSaveContext.save.entrance) + sceneLayer) >> 7) & 0x7F;
} else {
this->transitionType = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = TRANS_NEXT_TYPE_DEFAULT;
}
} else {
this->transitionType = TRANS_TYPE_FADE_BLACK;
}
TransitionFade_Init(&this->unk_18E48);
TransitionFade_SetType(&this->unk_18E48, 3);
TransitionFade_SetColor(&this->unk_18E48, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->unk_18E48);
VisMono_Init(&sPlayVisMono);
gVisMonoColor.a = 0;
sPlayVisFbufInstance = &sPlayVisFbuf;
VisFbuf_Init(sPlayVisFbufInstance);
sPlayVisFbufInstance->lodProportion = 0.0f;
sPlayVisFbufInstance->mode = VIS_FBUF_MODE_GENERAL;
sPlayVisFbufInstance->primColor.r = 0;
sPlayVisFbufInstance->primColor.g = 0;
sPlayVisFbufInstance->primColor.b = 0;
sPlayVisFbufInstance->primColor.a = 0;
sPlayVisFbufInstance->envColor.r = 0;
sPlayVisFbufInstance->envColor.g = 0;
sPlayVisFbufInstance->envColor.b = 0;
sPlayVisFbufInstance->envColor.a = 0;
CutsceneFlags_UnsetAll(this);
THA_GetRemaining(&this->state.tha);
zAllocSize = THA_GetRemaining(&this->state.tha);
zAlloc = (uintptr_t)THA_AllocTailAlign16(&this->state.tha, zAllocSize);
//! @bug: Incorrect ALIGN16s
ZeldaArena_Init((void*)((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc);
Actor_InitContext(this, &this->actorCtx, this->linkActorEntry);
while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) {}
if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) ||
(this->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_5))) {
Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);
}
player = GET_PLAYER(this);
Camera_InitFocalActorSettings(&this->mainCamera, &player->actor);
gDbgCamEnabled = false;
if (PLAYER_GET_BG_CAM_INDEX(&player->actor) != 0xFF) {
Camera_ChangeActorCsCamIndex(&this->mainCamera, PLAYER_GET_BG_CAM_INDEX(&player->actor));
}
CutsceneManager_StoreCamera(&this->mainCamera);
Interface_SetSceneRestrictions(this);
Environment_PlaySceneSequence(this);
gSaveContext.seqId = this->sequenceCtx.seqId;
gSaveContext.ambienceId = this->sequenceCtx.ambienceId;
AnimationContext_Update(this, &this->animationCtx);
Cutscene_HandleEntranceTriggers(this);
gSaveContext.respawnFlag = 0;
sBombersNotebookOpen = false;
BombersNotebook_Init(&sBombersNotebook);
// @recomp_event recomp_after_play_init(PlayState* this): The new PlayState has finished initializing.
recomp_after_play_init(this);
}

View File

@ -6,6 +6,9 @@
void debug_play_update(PlayState* play);
void camera_pre_play_update(PlayState* play);
void camera_post_play_update(PlayState* play);
void analog_cam_pre_play_update(PlayState* play);
void analog_cam_post_play_update(PlayState* play);
void matrix_play_update(PlayState* play);
void autosave_post_play_update(PlayState* play);
#endif

View File

@ -6,7 +6,7 @@ void* proutPrintf(void* dst, const char* fmt, size_t size) {
return (void*)1;
}
int recomp_printf(const char* fmt, ...) {
RECOMP_EXPORT int recomp_printf(const char* fmt, ...) {
va_list args;
va_start(args, fmt);

View File

@ -0,0 +1,80 @@
#include "patches.h"
#include "misc_funcs.h"
#include "loadfragment.h"
void Main_ClearMemory(void* begin, void* end);
void Main_InitMemory(void);
void Main_InitScreen(void);
RECOMP_DECLARE_EVENT(recomp_on_init());
// @recomp Patched to load the code segment in the recomp runtime.
RECOMP_PATCH void Main_Init(void) {
DmaRequest dmaReq;
OSMesgQueue mq;
OSMesg msg[1];
size_t prevSize;
// @recomp_event recomp_on_init(): Allow mods to initialize themselves once.
recomp_on_init();
osCreateMesgQueue(&mq, msg, ARRAY_COUNT(msg));
prevSize = gDmaMgrDmaBuffSize;
gDmaMgrDmaBuffSize = 0;
// @recomp Load the code segment in the recomp runtime.
recomp_load_overlays(SEGMENT_ROM_START(code), SEGMENT_START(code), SEGMENT_ROM_END(code) - SEGMENT_ROM_START(code));
DmaMgr_SendRequestImpl(&dmaReq, SEGMENT_START(code), SEGMENT_ROM_START(code),
SEGMENT_ROM_END(code) - SEGMENT_ROM_START(code), 0, &mq, NULL);
Main_InitScreen();
Main_InitMemory();
osRecvMesg(&mq, NULL, OS_MESG_BLOCK);
gDmaMgrDmaBuffSize = prevSize;
Main_ClearMemory(SEGMENT_BSS_START(code), SEGMENT_BSS_END(code));
}
void Overlay_Relocate(void* allocatedRamAddr, OverlayRelocationSection* ovlRelocs, uintptr_t vramStart);
// @recomp Patched to load the overlay in the recomp runtime.
RECOMP_PATCH size_t Overlay_Load(uintptr_t vromStart, uintptr_t vromEnd, void* ramStart, void* ramEnd, void* allocatedRamAddr) {
uintptr_t vramStart = (uintptr_t)ramStart;
uintptr_t vramEnd = (uintptr_t)ramEnd;
s32 size = vromEnd - vromStart;
uintptr_t end;
OverlayRelocationSection* ovlRelocs;
// @recomp Load the overlay in the recomp runtime.
recomp_load_overlays(vromStart, allocatedRamAddr, vromEnd - vromStart);
if (gOverlayLogSeverity >= 3) {}
if (gOverlayLogSeverity >= 3) {}
end = (uintptr_t)allocatedRamAddr + size;
DmaMgr_SendRequest0(allocatedRamAddr, vromStart, size);
ovlRelocs = (OverlayRelocationSection*)(end - ((s32*)end)[-1]);
if (gOverlayLogSeverity >= 3) {}
if (gOverlayLogSeverity >= 3) {}
Overlay_Relocate(allocatedRamAddr, ovlRelocs, vramStart);
if (ovlRelocs->bssSize != 0) {
if (gOverlayLogSeverity >= 3) {}
bzero((void*)end, ovlRelocs->bssSize);
}
size = vramEnd - vramStart;
osWritebackDCache(allocatedRamAddr, size);
osInvalICache(allocatedRamAddr, size);
if (gOverlayLogSeverity >= 3) {}
return size;
}

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@ -8,7 +8,7 @@ s32 SysFlashrom_IsInit(void);
void Sleep_Msec(u32 ms);
// @recomp Patched to not wait a hardcoded amount of time for the save to complete.
void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
RECOMP_PATCH void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
if (sramCtx->status == 2) {
if (SysFlashrom_IsBusy() != 0) { // if task running
if (SysFlashrom_AwaitResult() == 0) { // wait for task done
@ -26,7 +26,7 @@ void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
}
// @recomp Patched to not wait a hardcoded amount of time for the save to complete.
void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
RECOMP_PATCH void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
if (sramCtx->status == 7) {
if (SysFlashrom_IsBusy() != 0) { // Is task running
if (SysFlashrom_AwaitResult() == 0) { // Wait for task done
@ -56,30 +56,3 @@ void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, offsetof(SaveContext, fileNum));
}
}
// @recomp Patched to add a pause so that other threads can execute in the meantime.
s32 SysFlashrom_ExecWrite(void* addr, u32 pageNum, u32 pageCount) {
OSIoMesg msg;
s32 result;
u32 i;
if (!SysFlashrom_IsInit()) {
return -1;
}
// Ensure the page is always aligned to a sector boundary.
if ((pageNum % FLASH_BLOCK_SIZE) != 0) {
Fault_AddHungupAndCrash("../sys_flashrom.c", 275);
}
osWritebackDCache(addr, pageCount * FLASH_BLOCK_SIZE);
for (i = 0; i < pageCount; i++) {
// @recomp Pause shortly to allow other threads to work.
Sleep_Msec(5);
osFlashWriteBuffer(&msg, OS_MESG_PRI_NORMAL, (u8*)addr + i * FLASH_BLOCK_SIZE, &sFlashromMesgQueue);
osRecvMesg(&sFlashromMesgQueue, NULL, OS_MESG_BLOCK);
result = osFlashWriteArray(i + pageNum);
if (result != 0) {
return result;
}
}
return 0;
}

29
patches/skip_sos.c Normal file
View File

@ -0,0 +1,29 @@
#include "patches.h"
#include "overlays/actors/ovl_En_Test7/z_en_test7.h"
#define THIS ((EnTest7*)thisx)
void func_80AF118C(PlayState* play, OwlWarpFeather* feathers, EnTest7* this, s32 arg3, s32 arg4); // EnTest7_UpdateFeathers
void func_80AF2350(EnTest7* this, PlayState* play); // EnTest7_WarpCsWarp
RECOMP_PATCH void EnTest7_Update(Actor* thisx, PlayState* play) {
EnTest7* this = THIS;
this->actionFunc(this, play);
if (this->playerCamFunc != NULL) {
this->playerCamFunc(this, play);
}
this->timer++;
func_80AF118C(play, this->feathers, this, (this->flags & OWL_WARP_FLAGS_8) != 0,
(this->flags & OWL_WARP_FLAGS_10) != 0);
// @recomp Allow skipping the Song of Soaring cutscene.
Input* input = CONTROLLER1(&play->state);
if (CHECK_BTN_ANY(input->press.button, BTN_A | BTN_B) && (OWL_WARP_CS_GET_OCARINA_MODE(&this->actor) != ENTEST7_ARRIVE)) {
func_80AF2350(thisx, play);
}
}

View File

@ -5,7 +5,7 @@
extern Mtx* sSkyboxDrawMatrix;
void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
RECOMP_PATCH void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
OPEN_DISPS(gfxCtx);
Gfx_SetupDL40_Opa(gfxCtx);
@ -112,7 +112,7 @@ f32 view_aspect_ratio(View* view) {
}
// @recomp Patched to set up the RSP for drawing stars with ortho rects and tag star transforms.
void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
RECOMP_PATCH void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
static const Vec3s D_801DD880[] = {
{ 0x0384, 0x2328, 0xD508 }, { 0x09C4, 0x2328, 0xDA1C }, { 0x0E74, 0x22D8, 0xDA1C }, { 0x1450, 0x2468, 0xD8F0 },
{ 0x1C84, 0x28A0, 0xCBA8 }, { 0x1F40, 0x2134, 0xD8F0 }, { 0x1F40, 0x28A0, 0xDAE4 }, { 0xE4A8, 0x4A38, 0x4A38 },
@ -150,7 +150,7 @@ void Environment_DrawSkyboxStarsImpl(PlayState* play, Gfx** gfxP) {
f32(*viewProjectionMtxF)[4];
// @recomp Get the original and actual aspect ratios.
f32 original_aspect_ratio = view_aspect_ratio(&play->view);
f32 recomp_aspect_ratio = recomp_get_aspect_ratio(original_aspect_ratio);
f32 recomp_aspect_ratio = recomp_get_target_aspect_ratio(original_aspect_ratio);
f32 recomp_aspect_ratio_scale = recomp_aspect_ratio / original_aspect_ratio;
// @recomp Store the original billboard matrix.

View File

@ -15,7 +15,7 @@ s32 func_80AF31D0(PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gf
extern AnimatedMaterial gSoaringWarpCsWindCapsuleTexAnim;
extern Gfx gSoaringWarpCsWindCapsuleDL[];
void EnTest7_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnTest7_Draw(Actor* thisx, PlayState* play) {
s32 pad[2];
EnTest7* this = (EnTest7*)thisx;
s32 sp40;
@ -29,14 +29,10 @@ void EnTest7_Draw(Actor* thisx, PlayState* play) {
if (mtx == NULL) {
return;
}
// func_80AF31D0 is an overlay symbol, so its addresses need to be offset to get the actual loaded vram address.
// TODO remove this once the recompiler is able to handle overlay symbols automatically for patch functions.
OverrideKeyframeDrawScaled func_80AF31D0_relocated = (OverrideKeyframeDrawScaled)actor_relocate(thisx, func_80AF31D0);
// @recomp Push the matrix group for the song of soaring's wings.
gEXMatrixGroupDecomposedNormal(POLY_OPA_DISP++, SOARING_WINGS_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
func_8018450C(play, &this->skeletonInfo, mtx, func_80AF31D0_relocated, NULL, &this->actor);
func_8018450C(play, &this->skeletonInfo, mtx, func_80AF31D0, NULL, &this->actor);
// @recomp Pop the wings matrix group.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
@ -64,8 +60,17 @@ void EnTest7_Draw(Actor* thisx, PlayState* play) {
EnTest7_DrawFeathers(play, this->feathers);
if (this->flags & OWL_WARP_FLAGS_DRAW_LENS_FLARE) {
// @recomp Tag the entire lens flare effect, using order linear. Skip interpolation when the camera is skipped.
if (camera_was_skipped()) {
gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, SOARING_LENS_FLARE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, SOARING_LENS_FLARE_TRANSFORM_ID, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, this->actor.world.pos, 70.0f,
5.0f, 0, false);
// @recomp Pop the lens flare matrix group.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
CLOSE_DISPS(play->state.gfxCtx);
@ -99,7 +104,7 @@ extern SoTCsAmmoDrops sSoTCsAmmoDrops[12];
/**
* Draws clocks in a double spiral above and below player
*/
void EnTest6_DrawThreeDayResetSoTCutscene(EnTest6* this, PlayState* play) {
RECOMP_PATCH void EnTest6_DrawThreeDayResetSoTCutscene(EnTest6* this, PlayState* play) {
s16 clock1Yaw;
s16 clock2Yaw;
s16 angle;
@ -171,12 +176,9 @@ void EnTest6_DrawThreeDayResetSoTCutscene(EnTest6* this, PlayState* play) {
POLY_OPA_DISP = this->gfx;
// @recomp Manual relocation, TODO remove when automated.
SoTCsAmmoDrops* sSoTCsAmmoDrops_reloc = (SoTCsAmmoDrops*)actor_relocate(&this->actor, sSoTCsAmmoDrops);
for (i = 0; i < ARRAY_COUNT(sSoTCsAmmoDrops); i++) {
if (sSoTCsAmmoDrops_reloc[i].scale > 0.0f) {
sSoTCsAmmoDrops_reloc[i].draw(this, play, &sSoTCsAmmoDrops_reloc[i]);
if (sSoTCsAmmoDrops[i].scale > 0.0f) {
sSoTCsAmmoDrops[i].draw(this, play, &sSoTCsAmmoDrops[i]);
}
}

View File

@ -17,7 +17,7 @@ bool is_bgm_player(u8 player_index) {
/**
* Update different commands and requests for active sequences
*/
void AudioSeq_UpdateActiveSequences(void) {
RECOMP_PATCH void AudioSeq_UpdateActiveSequences(void) {
u32 tempoCmd;
u16 tempoPrev;
u16 seqId;
@ -338,7 +338,7 @@ void AudioSeq_UpdateActiveSequences(void) {
}
// @recomp Patched to add the ability to turn off low health beeps.
void LifeMeter_UpdateSizeAndBeep(PlayState* play) {
RECOMP_PATCH void LifeMeter_UpdateSizeAndBeep(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
if (interfaceCtx->lifeSizeChangeDirection != 0) {

View File

@ -8,6 +8,14 @@
#include "overlays/actors/ovl_En_Osn/z_en_osn.h"
#include "overlays/actors/ovl_En_Fall2/z_en_fall2.h"
#include "overlays/actors/ovl_Obj_Entotu/z_obj_entotu.h"
#include "overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.h"
#include "overlays/actors/ovl_En_Twig/z_en_twig.h"
#include "overlays/actors/ovl_En_Honotrap/z_en_honotrap.h"
#include "overlays/actors/ovl_En_Tanron1/z_en_tanron1.h"
// Decomp renames, TODO update decomp and remove these
#define EnHonotrap_FlameGroup func_8092F878
#define EnHonotrap_DrawFlameGroup func_80930190
extern EnTanron2* D_80BB8458[82];
extern Boss04* D_80BB8450;
@ -23,7 +31,7 @@ extern Gfx gEffWaterRippleDL[];
u8 special_effect_reset_states[MAX_SPECIAL_EFFECTS];
// @recomp Tag Wart's bubbles
void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
s32 i;
s32 j;
@ -39,17 +47,14 @@ void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
tanron2 = play->actorCtx.actorLists[ACTORCAT_BOSS].first;
// @recomp Manual relocation, TODO remove this when the recompiler does it automatically.
EnTanron2** D_80BB8458_relocated = (EnTanron2**)actor_relocate(thisx, D_80BB8458);
for (i = 0; i < ARRAY_COUNT(D_80BB8458); i++) {
D_80BB8458_relocated[i] = NULL;
D_80BB8458[i] = NULL;
}
found = 0;
while (tanron2 != NULL) {
if (tanron2->params < 100) {
D_80BB8458_relocated[found] = (EnTanron2*)tanron2;
D_80BB8458[found] = (EnTanron2*)tanron2;
found++;
}
tanron2 = tanron2->next;
@ -57,26 +62,26 @@ void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
for (j = 0; j < found - 1; j++) {
for (i = 0; i < found - 1; i++) {
if (D_80BB8458_relocated[i + 1] != NULL) {
if (D_80BB8458_relocated[i]->actor.projectedPos.z < D_80BB8458_relocated[i + 1]->actor.projectedPos.z) {
SWAP(EnTanron2*, D_80BB8458_relocated[i], D_80BB8458_relocated[i + 1]);
if (D_80BB8458[i + 1] != NULL) {
if (D_80BB8458[i]->actor.projectedPos.z < D_80BB8458[i + 1]->actor.projectedPos.z) {
SWAP(EnTanron2*, D_80BB8458[i], D_80BB8458[i + 1]);
}
}
}
}
for (i = 0; i < ARRAY_COUNT(D_80BB8458); i++) {
if (D_80BB8458_relocated[i] != NULL) {
Matrix_Translate(D_80BB8458_relocated[i]->actor.world.pos.x, D_80BB8458_relocated[i]->actor.world.pos.y,
D_80BB8458_relocated[i]->actor.world.pos.z, MTXMODE_NEW);
if (D_80BB8458[i] != NULL) {
Matrix_Translate(D_80BB8458[i]->actor.world.pos.x, D_80BB8458[i]->actor.world.pos.y,
D_80BB8458[i]->actor.world.pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(D_80BB8458_relocated[i]->actor.scale.x, D_80BB8458_relocated[i]->actor.scale.y, 0.0f, MTXMODE_APPLY);
Matrix_RotateZS(D_80BB8458_relocated[i]->unk_14A, MTXMODE_APPLY);
Matrix_Scale(D_80BB8458[i]->actor.scale.x, D_80BB8458[i]->actor.scale.y, 0.0f, MTXMODE_APPLY);
Matrix_RotateZS(D_80BB8458[i]->unk_14A, MTXMODE_APPLY);
Matrix_Scale(0.13f, 0.14299999f, 0.13f, MTXMODE_APPLY);
Matrix_RotateZS(-D_80BB8458_relocated[i]->unk_14A, MTXMODE_APPLY);
Matrix_RotateZS(-D_80BB8458[i]->unk_14A, MTXMODE_APPLY);
// @recomp Tag the transform.
gEXMatrixGroupSimple(POLY_XLU_DISP++, actor_transform_id(&D_80BB8458_relocated[i]->actor) + 0,
gEXMatrixGroupSimple(POLY_XLU_DISP++, actor_transform_id(&D_80BB8458[i]->actor) + 0,
G_EX_PUSH, G_MTX_MODELVIEW,
G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE,
G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
@ -93,14 +98,11 @@ void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, 150);
gSPDisplayList(POLY_XLU_DISP++, gWartShadowMaterialDL);
// @recomp Manual relocation, TODO remove this when the recompiler does it automatically.
Boss04** D_80BB8450_relocated = (Boss04**)actor_relocate(thisx, &D_80BB8450);
tanron2 = play->actorCtx.actorLists[ACTORCAT_BOSS].first;
while (tanron2 != NULL) {
if ((tanron2->params < 100) && (((EnTanron2*)tanron2)->unk_15B != 0)) {
Matrix_Translate(tanron2->world.pos.x, (*D_80BB8450_relocated)->actor.floorHeight, tanron2->world.pos.z, MTXMODE_NEW);
Matrix_Translate(tanron2->world.pos.x, D_80BB8450->actor.floorHeight, tanron2->world.pos.z, MTXMODE_NEW);
Matrix_Scale(0.6f, 0.0f, 0.6f, MTXMODE_APPLY);
// @recomp Tag the transform.
@ -129,12 +131,9 @@ void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
while (tanron2 != NULL) {
if ((tanron2->params < 100) && (((EnTanron2*)tanron2)->unk_15B != 0) &&
(tanron2->world.pos.y <= tanron2->floorHeight)) {
Matrix_Translate(tanron2->world.pos.x, (*D_80BB8450_relocated)->actor.floorHeight + 2.0f, tanron2->world.pos.z,
Matrix_Translate(tanron2->world.pos.x, D_80BB8450->actor.floorHeight + 2.0f, tanron2->world.pos.z,
MTXMODE_NEW);
// @recomp Manual relocation, TODO remove this when the recompiler does it automatically.
f32 D_80BB8454_value = *(f32*)actor_relocate(thisx, &D_80BB8454);
Matrix_Scale(D_80BB8454_value, 0.0f, D_80BB8454_value, MTXMODE_APPLY);
Matrix_Scale(D_80BB8454, 0.0f, D_80BB8454, MTXMODE_APPLY);
// @recomp Tag the transform.
gEXMatrixGroupSimple(POLY_XLU_DISP++, actor_transform_id(tanron2) + 2,
@ -155,7 +154,7 @@ void EnTanron2_Draw(Actor* thisx, PlayState* play2) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectWetSpot(PlayState* play, Vec3f* pos) {
RECOMP_PATCH void Boss03_SpawnEffectWetSpot(PlayState* play, Vec3f* pos) {
s16 i;
GyorgEffect* eff = play->specialEffects;
@ -179,7 +178,7 @@ void Boss03_SpawnEffectWetSpot(PlayState* play, Vec3f* pos) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectDroplet(PlayState* play, Vec3f* pos) {
RECOMP_PATCH void Boss03_SpawnEffectDroplet(PlayState* play, Vec3f* pos) {
s16 i;
GyorgEffect* eff = play->specialEffects;
@ -206,7 +205,7 @@ void Boss03_SpawnEffectDroplet(PlayState* play, Vec3f* pos) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectSplash(PlayState* play, Vec3f* pos, Vec3f* velocity) {
RECOMP_PATCH void Boss03_SpawnEffectSplash(PlayState* play, Vec3f* pos, Vec3f* velocity) {
Vec3f accel = { 0.0f, -1.0f, 0.0f };
f32 temp_f2;
GyorgEffect* eff = play->specialEffects;
@ -233,7 +232,7 @@ void Boss03_SpawnEffectSplash(PlayState* play, Vec3f* pos, Vec3f* velocity) {
}
// @recomp Track this effect's reset state.
void Boss03_SpawnEffectBubble(PlayState* play, Vec3f* pos) {
RECOMP_PATCH void Boss03_SpawnEffectBubble(PlayState* play, Vec3f* pos) {
s16 i;
GyorgEffect* eff = play->specialEffects;
@ -263,7 +262,7 @@ extern u8 gEffDust1Tex[];
void Boss03_SetObject(PlayState* play, s16 objectId);
// @recomp Tag Gyorg's effects.
void Boss03_DrawEffects(PlayState* play) {
RECOMP_PATCH void Boss03_DrawEffects(PlayState* play) {
u8 flag = false;
s16 i;
GraphicsContext* gfxCtx = play->state.gfxCtx;
@ -412,7 +411,7 @@ extern Gfx object_water_effect_DL_000420[];
extern Gfx object_water_effect_DL_000A48[];
extern Gfx object_water_effect_DL_000CD8[];
void func_80A5A6B8(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void func_80A5A6B8(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnWaterEffect* this = (EnWaterEffect*)thisx;
EnWaterEffectStruct* ptr = &this->unk_144[0];
@ -549,7 +548,7 @@ void func_80A5A6B8(Actor* thisx, PlayState* play2) {
}
// @recomp Tag normal water effects.
void EnWaterEffect_Draw(Actor* thisx, PlayState* play2) {
RECOMP_PATCH void EnWaterEffect_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
GraphicsContext* gfxCtx = play->state.gfxCtx;
EnWaterEffect* this = (EnWaterEffect*)thisx;
@ -643,7 +642,7 @@ extern Gfx gGohtStalactiteMaterialDL[];
extern Gfx gGohtStalactiteModelDL[];
// @recomp Tag Goht's rocks.
void func_80B0C398(BossHakugin* this, PlayState* play) {
RECOMP_PATCH void func_80B0C398(BossHakugin* this, PlayState* play) {
BossHakuginEffect* effect;
s32 i;
@ -724,21 +723,16 @@ void EnOsn_HandleCsAction(EnOsn* this, PlayState* play);
void EnOsn_Idle(EnOsn* this, PlayState* play);
// @recomp Patched to skip interpolation when the Happy Mask Salesman changes animations.
void EnOsn_ChooseAction(EnOsn* this, PlayState* play) {
// @recomp Manually relocate the static symbol.
AnimationInfo* sAnimationInfo = (AnimationInfo*)actor_relocate(&this->actor, sHappyMaskSalesmanAnimationInfo);
RECOMP_PATCH void EnOsn_ChooseAction(EnOsn* this, PlayState* play) {
u32 isSwitchFlagSet = Flags_GetSwitch(play, 0);
this->csId = this->actor.csId;
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, OSN_ANIM_IDLE);
Actor_ChangeAnimationByInfo(&this->skelAnime, sHappyMaskSalesmanAnimationInfo, OSN_ANIM_IDLE);
if (!isSwitchFlagSet) {
// @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);
this->actionFunc = EnOsn_Idle;
}
// @recomp Skip interpolation this frame.
@ -750,7 +744,7 @@ void EnOsn_LookFromMask(EnOsn* this);
void EnOsn_FadeOut(EnOsn* this);
// @recomp Patched to skip interpolation when the Happy Mask Salesman changes animations.
void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
RECOMP_PATCH void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
u8 pad;
s32 cueChannel;
@ -847,11 +841,8 @@ void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
default:
this->animIndex = OSN_ANIM_IDLE;
break;
}
// @recomp Manually relocate the static symbol.
AnimationInfo* sAnimationInfo = (AnimationInfo*)actor_relocate(&this->actor, sHappyMaskSalesmanAnimationInfo);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->animIndex);
}
Actor_ChangeAnimationByInfo(&this->skelAnime, sHappyMaskSalesmanAnimationInfo, this->animIndex);
// @recomp Skip interpolation this frame.
actor_set_interpolation_skipped(&this->actor);
@ -890,7 +881,7 @@ void EnOsn_HandleCsAction(EnOsn* this, PlayState* play) {
}
// @recomp Patched to tag this actor's draws using linear order matching.
void EnFall2_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void EnFall2_Draw(Actor* thisx, PlayState* play) {
s32 pad;
EnFall2* this = (EnFall2*)thisx;
Mtx* mtx;
@ -919,7 +910,7 @@ 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) {
RECOMP_PATCH void func_800A6A40(EnItem00* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->getItemId != GI_NONE) {
@ -962,7 +953,7 @@ extern Vtx ovl_Obj_Entotu_Vtx_000D10[7];
extern Gfx object_f53_obj_DL_001C00[];
// @recomp Skip rotation interpolation for the Clock Town chimney's smoke when the camera skips interolation.
void func_80A34B28(ObjEntotu* this, PlayState* play) {
RECOMP_PATCH void func_80A34B28(ObjEntotu* this, PlayState* play) {
u8 sp57;
u8 sp56;
s32 i;
@ -974,10 +965,8 @@ void func_80A34B28(ObjEntotu* this, PlayState* play) {
this->unk_1B8.x = CLAMP(this->unk_1B8.x, 0.0f, 1.0f);
// @recomp Manual relocation, TODO remove when automated.
Vtx* verts = (Vtx*)actor_relocate(&this->actor, ovl_Obj_Entotu_Vtx_000D10);
for (i = 0; i < ARRAY_COUNT(ovl_Obj_Entotu_Vtx_000D10); i++) {
this->unk_148[i].v.cn[3] = verts[i].v.cn[3] * this->unk_1B8.x;
this->unk_148[i].v.cn[3] = ovl_Obj_Entotu_Vtx_000D10[i].v.cn[3] * this->unk_1B8.x;
}
if (this->unk_1B8.x > 0.0f) {
@ -1014,7 +1003,7 @@ void func_80A34B28(ObjEntotu* this, PlayState* play) {
extern Gfx object_f53_obj_DL_000158[];
// @recomp Skip rotation interpolation for the Clock Town chimney when the camera skips interolation.
void func_80A34A44(ObjEntotu* this, PlayState* play) {
RECOMP_PATCH void func_80A34A44(ObjEntotu* this, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
this->actor.shape.rot.y = BINANG_ROT180(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)));
Matrix_RotateYS(this->actor.shape.rot.y, MTXMODE_APPLY);
@ -1044,7 +1033,7 @@ void func_80A34A44(ObjEntotu* this, PlayState* play) {
void Environment_DrawRainImpl(PlayState* play, View* view, GraphicsContext* gfxCtx);
// @recomp Skip interpolation for the splashes that raindrops make.
void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx) {
RECOMP_PATCH void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx) {
if (!(GET_ACTIVE_CAM(play)->stateFlags & CAM_STATE_UNDERWATER) &&
(play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
@ -1068,3 +1057,277 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
CLOSE_DISPS(gfxCtx);
}
}
// @recomp Skip interpolation on the boulders in the path to Snowhead and the path to Ikana Canyon when they teleport back to their home position.
RECOMP_PATCH void func_8093EE64(EnGoroiwa* this, s32 arg1) {
Vec3s* temp_v0 = &this->pathPoints[arg1];
this->actor.world.pos.x = temp_v0->x;
this->actor.world.pos.y = temp_v0->y;
this->actor.world.pos.z = temp_v0->z;
// @recomp Skip interpolation if their next goal position is their home position.
if (arg1 == 0) {
actor_set_interpolation_skipped(&this->actor);
}
}
extern Gfx object_twig_DL_001C38[];
extern Gfx object_twig_DL_0014C8[];
// @recomp Skip interpolation on the rotation for the beaver race rings in order to retain the intended animation look.
RECOMP_PATCH void EnTwig_Draw(Actor* thisx, PlayState* play) {
EnTwig* this = (EnTwig*)thisx;
switch (this->unk_160) {
case 1:
// @recomp Set the matrix group to skip interpolation on rotation.
OPEN_DISPS(play->state.gfxCtx);
gEXMatrixGroupDecomposedSkipRot(POLY_OPA_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
Gfx_DrawDListOpa(play, object_twig_DL_001C38);
// @recomp Pop the tag.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
CLOSE_DISPS(play->state.gfxCtx);
break;
case 2:
Gfx_DrawDListOpa(play, object_twig_DL_0014C8);
break;
}
}
extern Gfx gEffFire1DL[];
#define HONOTRAP_EXTRA_BYTE_1(flameGroup) (&(flameGroup)->flameList[0].isDrawn)[1]
#define HONOTRAP_EXTRA_BYTE_2(flameGroup) (&(flameGroup)->flameList[1].isDrawn)[1]
RECOMP_PATCH void EnHonotrap_FlameGroup(EnHonotrap* this, PlayState* play) {
s32 i;
EnHonotrapFlameGroup* flameGroup = &this->flameGroup;
f32 var_fs0;
f32 temp_fs0;
f32 temp_fs1;
f32 sp88;
f32 sp84;
f32 sp80;
s32 flameScrollDisplacement;
s32 sp78 = false;
f32 var_fs0_2;
Vec3f sp68;
EnHonotrapFlameElement* flameElem;
sp80 = fabsf(Math_CosS(Camera_GetCamDirPitch(GET_ACTIVE_CAM(play))));
flameScrollDisplacement = (s32)(sp80 * -10.5f) - 10;
Math_StepToF(&flameGroup->unk0, 1.0f, 0.05f);
if (this->timer <= 40) {
sp78 = Math_StepToF(&flameGroup->unk4, 1.0f, 0.05f);
} else if (this->actor.parent == NULL) {
this->timer = 40;
}
for (i = 0; i < ARRAY_COUNT(flameGroup->flameList); i++) {
flameGroup->flameList[i].isDrawn = false;
}
sp88 = Math_SinS(this->actor.shape.rot.y) * 120.0f;
sp84 = Math_CosS(this->actor.shape.rot.y) * 120.0f;
flameGroup->unk8 += 0.050f * (1.0f - flameGroup->unk4);
if (flameGroup->unk8 > 1.0f / 6) {
flameGroup->unk8 -= 1.0f / 6;
// @recomp Indicate that a cycle of the flame group has occurred.
HONOTRAP_EXTRA_BYTE_1(flameGroup) = true;
HONOTRAP_EXTRA_BYTE_2(flameGroup)++;
if (HONOTRAP_EXTRA_BYTE_2(flameGroup) == ARRAY_COUNT(flameGroup->flameList)) {
HONOTRAP_EXTRA_BYTE_2(flameGroup) = 0;
}
}
else {
HONOTRAP_EXTRA_BYTE_1(flameGroup) = false;
}
var_fs0 = flameGroup->unk4 + flameGroup->unk8;
for (i = 0; i < ARRAY_COUNT(flameGroup->flameList) && (var_fs0 <= flameGroup->unk0); i++) {
flameElem = &flameGroup->flameList[i];
flameElem->isDrawn = true;
flameElem->pos.x = (sp88 * var_fs0) + this->actor.world.pos.x;
flameElem->pos.y = this->actor.world.pos.y;
flameElem->pos.z = (sp84 * var_fs0) + this->actor.world.pos.z;
flameElem->unkC = Math_SinS(TRUNCF_BINANG(var_fs0 * 25486.223f)) * 1.6f;
if (flameElem->unkC > 1.0f) {
flameElem->unkC = 1.0f;
} else if (flameElem->unkC < 0.0f) {
flameElem->unkC = 0.0f;
}
var_fs0 += 1.0f / 6;
flameElem->unkC *= (0.006f * (((1.0f - flameGroup->unk4) * 0.8f) + 0.2f));
flameElem->flameScroll += flameScrollDisplacement;
flameElem->flameScroll %= 0x200U;
}
if (sp78 || (this->timer <= 0)) {
Actor_Kill(&this->actor);
return;
}
temp_fs0 = flameGroup->unk0 * 120.0f;
temp_fs1 = flameGroup->unk4 * 120.0f;
Actor_OffsetOfPointInActorCoords(&this->actor, &sp68, &GET_PLAYER(play)->actor.world.pos);
if (sp68.z < temp_fs1) {
sp68.z = temp_fs1;
} else if (temp_fs0 < sp68.z) {
sp68.z = temp_fs0;
}
var_fs0_2 = Math_SinS(TRUNCF_BINANG(sp68.z * 212.3852f)) * 1.6f;
if (var_fs0_2 > 1.0f) {
var_fs0_2 = 1.0f;
}
sp80 *= ((1.0f - flameGroup->unk4) * 0.8f) + 0.2f;
if (sp80 > 0.2f) {
this->collider.cyl.dim.pos.x =
TRUNCF_BINANG((Math_SinS(this->actor.shape.rot.y) * sp68.z) + this->actor.world.pos.x);
this->collider.cyl.dim.pos.y = TRUNCF_BINANG(this->actor.world.pos.y - (24.0f * var_fs0_2));
this->collider.cyl.dim.pos.z =
TRUNCF_BINANG((Math_CosS(this->actor.shape.rot.y) * sp68.z) + this->actor.world.pos.z);
this->collider.cyl.dim.radius = TRUNCF_BINANG(15.0f * var_fs0_2);
this->collider.cyl.dim.height = TRUNCF_BINANG(37.5f * var_fs0_2);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.tris.base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.tris.base);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.tris.base);
}
}
// @recomp Patched to tag the flames that come out of fire eyes.
RECOMP_PATCH void EnHonotrap_DrawFlameGroup(Actor* thisx, PlayState* play) {
s32 pad;
EnHonotrap* this = (EnHonotrap*)thisx;
EnHonotrapFlameElement* flameElem;
EnHonotrapFlameGroup* flameGroup = &this->flameGroup;
s32 i;
s32 pad2;
Vec3s camDir;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
camDir = Camera_GetCamDir(GET_ACTIVE_CAM(play));
camDir.y += 0x8000;
// @recomp Get the transform ID for this actor.
u32 base_transform_id = actor_transform_id(thisx);
for (i = 0; i < ARRAY_COUNT(flameGroup->flameList); i++) {
flameElem = &flameGroup->flameList[i];
if (flameElem->isDrawn) {
// @recomp Tag the current flame.
s32 transform_id_offset = i - HONOTRAP_EXTRA_BYTE_2(flameGroup);
if (transform_id_offset < 0) {
transform_id_offset += ARRAY_COUNT(flameGroup->flameList);
}
u32 transform_id = base_transform_id + transform_id_offset;
// @recomp Use the texscroll for the flame index based on the calculated transform offset to make it consistent in movement.
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, flameGroup->flameList[transform_id_offset].flameScroll, 32, 128));
Matrix_SetTranslateRotateYXZ(flameElem->pos.x, flameElem->pos.y - (4000.0f * flameElem->unkC),
flameElem->pos.z, &camDir);
Matrix_Scale(((fabsf(Math_SinS((s16)(camDir.y - thisx->shape.rot.y) >> 1)) * 0.2f) + 1.7f) *
flameElem->unkC,
flameElem->unkC, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Skip if a cycle occurred and this is the first flame.
if (i == 0 && HONOTRAP_EXTRA_BYTE_1(flameGroup)) {
gEXMatrixGroupDecomposedSkipAll(POLY_XLU_DISP++, transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
else {
gEXMatrixGroupDecomposedNormal(POLY_XLU_DISP++, transform_id, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
}
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
// @recomp Pop the matrix group.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
extern Gfx ovl_En_Tanron1_DL_001428[];
extern Gfx ovl_En_Tanron1_DL_001888[];
extern Gfx ovl_En_Tanron1_DL_001900[];
// @recomp Patched to interpolate the moths that circle torches.
RECOMP_PATCH void func_80BB5AAC(EnTanron1* this, PlayState* play) {
EnTanron1Struct* ptrBase = &this->unk_160[0];
s16 i;
u8 flag = 0;
EnTanron1Struct* ptr = ptrBase;
// @recomp Get actor transform id
u32 cur_transform_id = actor_transform_id(&this->actor);
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Opa(play->state.gfxCtx);
for (i = 0; i < this->actor.params; i++, ptr++) {
if (ptr->unk_24 == 1) {
if (!flag) {
gSPDisplayList(POLY_OPA_DISP++, ovl_En_Tanron1_DL_001888);
flag++;
}
Matrix_Translate(ptr->unk_00.x, ptr->unk_00.y, ptr->unk_00.z, MTXMODE_NEW);
Matrix_RotateYS(ptr->unk_1A, MTXMODE_APPLY);
Matrix_RotateXS(ptr->unk_18 * -1, MTXMODE_APPLY);
Matrix_Scale(1.2f, ptr->unk_2C, 1.2f, MTXMODE_APPLY);
// @recomp Write matrix group for POLY_OPA
gEXMatrixGroupDecomposedNormal(POLY_OPA_DISP++, cur_transform_id + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, ovl_En_Tanron1_DL_001900);
// @recomp Pop matrix group
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
}
}
flag = 0;
ptr = ptrBase;
for (i = 0; i < this->actor.params; i++, ptr++) {
if (ptr->unk_24 == 2) {
if (!flag) {
gSPDisplayList(POLY_OPA_DISP++, ovl_En_Tanron1_DL_001888);
gDPLoadTextureBlock(POLY_OPA_DISP++, ovl_En_Tanron1_DL_001428, G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 32, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 5, G_TX_NOLOD,
G_TX_NOLOD);
flag++;
}
Matrix_Translate(ptr->unk_00.x, ptr->unk_00.y, ptr->unk_00.z, MTXMODE_NEW);
Matrix_RotateYS(ptr->unk_1A, MTXMODE_APPLY);
Matrix_RotateXS(ptr->unk_18 * -1, MTXMODE_APPLY);
Matrix_Scale(1.0f, ptr->unk_2C, 1.0f, MTXMODE_APPLY);
// @recomp Write matrix group for POLY_OPA
gEXMatrixGroupDecomposedNormal(POLY_OPA_DISP++, cur_transform_id + i, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_ALLOW);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, ovl_En_Tanron1_DL_001900);
// @recomp Pop matrix group
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
}
}
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -1,29 +1,14 @@
__start = 0x80000000;
/* Manual symbol overrides to work around recompiler ambiguity issue (TODO fix this) */
_ovl_daytelopSegmentOvlEnd = 0x0;
_ovl_kaleido_scopeSegmentTextStart = 0x0;
_ovl_kaleido_scopeSegmentStart = 0x0;
_ovl_daytelopSegmentBssStart = 0x0;
_ovl_daytelopSegmentEnd = 0x0;
_ovl_daytelopSegmentBssEnd = 0x0;
/* Static symbols that aren't in the elf */
sSceneEntranceTable = 0x801C5720;
D_808DE5B0 = 0x808DE5B0;
sHappyMaskSalesmanAnimationInfo = 0x80AD22C0;
D_808890F0 = 0x808890F0;
D_8088911C = 0x8088911C;
/* Dummy addresses that get recompiled into function calls */
recomp_puts = 0x8F000000;
recomp_exit = 0x8F000004;
recomp_handle_quicksave_actions = 0x8F000008;
recomp_handle_quicksave_actions_main = 0x8F00000C;
/* recomp_handle_quicksave_actions = 0x8F000008;
recomp_handle_quicksave_actions_main = 0x8F00000C; */
osRecvMesg_recomp = 0x8F000010;
osSendMesg_recomp = 0x8F000014;
recomp_get_gyro_deltas = 0x8F000018;
recomp_get_aspect_ratio = 0x8F00001C;
recomp_get_target_aspect_ratio = 0x8F00001C;
recomp_get_pending_warp = 0x8F000020;
recomp_powf = 0x8F000024;
recomp_get_target_framerate = 0x8F000028;
@ -47,3 +32,16 @@ osContGetReadData_recomp = 0x8F000074;
osContStartQuery_recomp = 0x8F000078;
osContGetQuery_recomp = 0x8F00007C;
recomp_get_mouse_deltas = 0x8F000080;
bcmp_recomp = 0x8F000084;
osGetTime_recomp = 0x8F000088;
recomp_get_autosave_enabled = 0x8F00008C;
recomp_load_overlays = 0x8F000090;
osInvalICache_recomp = 0x8F000094;
recomp_get_analog_cam_enabled = 0x8F000098;
recomp_get_camera_inputs = 0x8F00009C;
recomp_set_right_analog_suppressed = 0x8F0000A0;
recomp_get_inverted_axes = 0x8F0000A4;
recomp_high_precision_fb_enabled = 0x8F0000A8;
recomp_get_resolution_scale = 0x8F0000AC;
recomp_get_analog_inverted_axes = 0x8F0000B0;
recomp_get_window_resolution = 0x8F0000B4;

View File

@ -1,12 +1,13 @@
#include "patches.h"
#include "transform_ids.h"
#include "overlays/actors/ovl_Dm_Opstage/z_dm_opstage.h"
#include "overlays/actors/ovl_Dm_Char01/z_dm_char01.h"
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
extern RoomDrawHandler sRoomDrawHandlers[];
void Room_Draw(PlayState* play, Room* room, u32 flags) {
RECOMP_PATCH void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
@ -50,7 +51,7 @@ extern Gfx gKeikokuDemoTallTreeStraightDL[];
extern Gfx gKeikokuDemoTallTreeStraightEmptyDL[];
// @recomp Tag the ground in the intro cutscene to not interpolate rotation.
void DmOpstage_Draw(Actor* thisx, PlayState* play) {
RECOMP_PATCH void DmOpstage_Draw(Actor* thisx, PlayState* play) {
DmOpstage* this = (DmOpstage*)thisx;
if (DMOPSTAGE_GET_TYPE(&this->dyna.actor) > DMOPSTAGE_TYPE_GROUND) {
@ -97,3 +98,197 @@ void DmOpstage_Draw(Actor* thisx, PlayState* play) {
break;
}
}
extern AnimatedMaterial gWoodfallSceneryPoisonWaterTexAnim[];
extern AnimatedMaterial gWoodfallSceneryPurifiedWaterTexAnim[];
extern AnimatedMaterial gWoodfallSceneryDynamicPoisonWaterTexAnim[];
extern AnimatedMaterial gWoodfallSceneryPoisonWallsTexAnim[];
extern AnimatedMaterial gWoodfallSceneryPurifiedWallsTexAnim[];
extern AnimatedMaterial gWoodfallSceneryTempleTexAnim[];
extern AnimatedMaterial gWoodfallSceneryWaterFlowingOverTempleTexAnim[];
extern Gfx gWoodfallSceneryPoisonWaterDL[];
extern Gfx gWoodfallSceneryFloorDL[];
extern Gfx gWoodfallSceneryPurifiedWaterDL[];
extern Gfx gWoodfallSceneryPurifiedWallsDL[];
extern Gfx gWoodfallSceneryDynamicPoisonWaterDL[];
extern Gfx gWoodfallSceneryPoisonWallsDL[];
extern Gfx gWoodfallSceneryTempleDL[];
extern Gfx gWoodfallSceneryWaterFlowingOverTempleDL[];
extern Gfx gWoodfallSceneryTempleEntrancesDL[];
extern Gfx gWoodfallSceneryTempleRampAndPlatformDL[];
extern Vtx gWoodfallSceneryDynamicPoisonWaterVtx[];
extern s16 D_80AAAE20;
extern s16 D_80AAAE22;
extern s16 D_80AAAE24;
extern f32 D_80AAAAB8;
extern f32 D_80AAAABC;
extern s16 D_80AAAAC0;
extern s16 D_80AAAAC4;
extern s16 D_80AAAAC8;
extern s16 D_80AAAACC;
// @recomp Patched to enable vertex interpolation for the dynamic water as Woodfall temple rises from below the water.
RECOMP_PATCH void DmChar01_Draw(Actor* thisx, PlayState* play) {
// @recomp Move function statics to externs so they still get reset on overlay load like normal.
DmChar01* this = (DmChar01*)thisx;
f32 temp_f12;
f32 spBC;
s32 i;
u8 spB7 = false;
switch (DMCHAR01_GET(thisx)) {
case DMCHAR01_0:
switch (this->unk_34C) {
case 0:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPoisonWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWaterDL);
break;
case 1:
if (gSaveContext.sceneLayer == 1) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPurifiedWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
Matrix_Translate(0.0f, 10.0f, 0.0f, MTXMODE_APPLY);
}
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterTexAnim));
OPEN_DISPS(play->state.gfxCtx);
if ((u8)this->unk_348 == 255) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x96, 255, 255, 255, 255);
gSPSegment(POLY_OPA_DISP++, 0x0B, gWoodfallSceneryDynamicPoisonWaterVtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix to enable vertex interpolation.
gEXMatrixGroupDecomposedVerts(POLY_OPA_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
gSPDisplayList(POLY_OPA_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
// @recomp Tag the matrix to enable vertex interpolation.
gEXPopMatrixGroup(POLY_OPA_DISP++, G_MTX_MODELVIEW);
} else {
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x96, 255, 255, 255, (u8)this->unk_348);
gSPSegment(POLY_XLU_DISP++, 0x0B, gWoodfallSceneryDynamicPoisonWaterVtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// @recomp Tag the matrix to enable vertex interpolation.
gEXMatrixGroupDecomposedVerts(POLY_XLU_DISP++, actor_transform_id(thisx), G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
// @recomp Tag the matrix to enable vertex interpolation.
gEXPopMatrixGroup(POLY_XLU_DISP++, G_MTX_MODELVIEW);
}
CLOSE_DISPS(play->state.gfxCtx);
break;
case 2:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPurifiedWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
break;
}
break;
case DMCHAR01_1:
switch (this->unk_34C) {
case 0:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPoisonWallsTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWallsDL);
break;
case 1:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryPurifiedWallsTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPurifiedWallsDL);
break;
}
break;
case DMCHAR01_2:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryTempleTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryTempleDL);
if ((this->unk_34C != 0) && ((u8)this->unk_348 != 0)) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(gWoodfallSceneryWaterFlowingOverTempleTexAnim));
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, (u8)this->unk_348);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryWaterFlowingOverTempleDL);
CLOSE_DISPS(play->state.gfxCtx);
}
if (D_80AAAE24 != 0) {
if ((D_80AAAE22 > -1800) && (D_80AAAE22 < 3000)) {
temp_f12 = D_80AAAE22 - 640.0f;
if ((D_80AAAE20 == 380) && (D_80AAAE22 > 640)) {
D_80AAAAC0 = 2;
D_80AAAAC4 = 0;
D_80AAAAC8 = 900;
D_80AAAACC = 700;
spB7 = true;
if (D_80AAAE22 < 1350) {
f32 temp_f0 = temp_f12 / 2000.0f;
D_80AAAAB8 = 420.0f - (420.0f * temp_f0);
D_80AAAABC = (200.0f * temp_f0) + 200.0f;
} else {
f32 temp_f0 = temp_f12 / 2000.0f;
D_80AAAAB8 = 420.0f - (420.0f * temp_f0);
D_80AAAABC = 400.0f;
}
}
}
if (spB7) {
for (i = 0; i < D_80AAAAC0 * 2; i++) {
Vec3f sp44;
f32 phi_f2 = D_80AAAABC;
s16 temp;
spBC = Rand_ZeroOne() * D_80AAAAC8;
if ((play->state.frames % 2) != 0) {
sp44.x = (Rand_ZeroOne() - 0.5f) * (2.0f * phi_f2);
sp44.y = D_80AAAAB8;
sp44.z = (Rand_ZeroOne() * D_80AAAAC4) + phi_f2;
temp = (s16)spBC + D_80AAAACC;
EffectSsGSplash_Spawn(play, &sp44, NULL, NULL, 0, temp);
} else {
sp44.x = -phi_f2 - (Rand_ZeroOne() * D_80AAAAC4);
sp44.y = D_80AAAAB8;
sp44.z = (Rand_ZeroOne() - 0.5f) * (2.0f * phi_f2);
temp = (s16)spBC + D_80AAAACC;
EffectSsGSplash_Spawn(play, &sp44, NULL, NULL, 0, temp);
}
}
}
}
Gfx_DrawDListXlu(play, gWoodfallSceneryTempleEntrancesDL);
break;
case DMCHAR01_3:
if (thisx->world.pos.y > -120.0f) {
Gfx_DrawDListOpa(play, gWoodfallSceneryTempleRampAndPlatformDL);
}
break;
}
}

View File

@ -17,10 +17,13 @@
#define SOARING_WINGS_TRANSFORM_ID 0x300U
#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
#define SOARING_LENS_FLARE_TRANSFORM_ID 0x302U
#define BOWSTRING_TRANSFORM_ID 0x400U
#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
#define CUSTOM_LENS_FLARE_TRANSFORM_ID_START 0x500 // Count: 2
#define SUN_LENS_FLARE_TRANSFORM_ID 0x502 // Count: 1
#define GOHT_ROCKS_TRANSFORM_ID_START 0x600U // Count: 0x200
#define SPECIAL_EFFECTS_TRANSFORM_ID_START 0x800U

View File

@ -22,7 +22,7 @@ typedef struct {
BiggerGfxPool gBiggerGfxPools[2];
// @recomp Use the bigger gfx pools and enable RT64 extended GBI mode.
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
RECOMP_PATCH void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
BiggerGfxPool* bigger_pool = &gBiggerGfxPools[gfxCtx->gfxPoolIdx % 2];
@ -56,9 +56,10 @@ void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
gSPEndDisplayList(&gGfxMasterDL->disps[4]);
gSPBranchList(&gGfxMasterDL->debugDisp[0], bigger_pool->debugBuffer);
// @recomp Enable RT64 extended GBI mode and set the current framerate
// @recomp Enable RT64 extended GBI mode and extended rdram.
OPEN_DISPS(gfxCtx);
gEXEnable(POLY_OPA_DISP++);
gEXSetRDRAMExtended(POLY_OPA_DISP++, 1);
CLOSE_DISPS(gfxCtx);
}
@ -85,7 +86,7 @@ extern int extra_vis;
* Run the game state logic, then finalize the gfx buffer
* and run the graphics task for this frame.
*/
void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
RECOMP_PATCH void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
u32 problem;
gameState->unk_A3 = 0;
@ -238,7 +239,7 @@ void Interface_SetOrthoView(InterfaceContext* interfaceCtx);
void Interface_SetVertices(PlayState* play);
void Magic_DrawMeter(PlayState* play);
void Interface_Draw(PlayState* play) {
RECOMP_PATCH void Interface_Draw(PlayState* play) {
s32 pad;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
@ -486,10 +487,11 @@ void Interface_Draw(PlayState* play) {
Magic_DrawMeter(play);
// @recomp Draw the D-Pad and its item icons
// @recomp Draw the D-Pad and its item icons as well as the autosave icon if the game is unpaused.
if (pauseCtx->state != PAUSE_STATE_MAIN) {
draw_dpad(play);
draw_dpad_icons(play);
draw_autosave_icon(play);
}
// @recomp Right align and shift right/down for minimap
@ -539,10 +541,10 @@ void Interface_Draw(PlayState* play) {
extern s16 sMaskEquipAnimTimer;
extern s16 sEquipState;
extern s16 sMaskEquipState;
s16 equip_timer = *(s16*)KaleidoManager_GetRamAddr(&sEquipAnimTimer);
s16 mask_equip_timer = *(s16*)KaleidoManager_GetRamAddr(&sMaskEquipAnimTimer);
s16 equip_state = *(s16*)KaleidoManager_GetRamAddr(&sEquipState);
s16 mask_equip_state = *(s16*)KaleidoManager_GetRamAddr(&sMaskEquipState);
s16 equip_timer = sEquipAnimTimer;
s16 mask_equip_timer = sMaskEquipAnimTimer;
s16 equip_state = sEquipState;
s16 mask_equip_state = sMaskEquipState;
s16 timer = MIN(equip_timer, mask_equip_timer);
s32 max_timer = 10;
@ -627,16 +629,9 @@ void Interface_Draw(PlayState* play) {
Interface_DrawPerfectLetters(play);
}
// @recomp If carrots are being drawn, use default alignment and shift up
if (interfaceCtx->unk_212 == DO_ACTION_FASTER) {
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, -margin_reduction * 4, 0, -margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, -margin_reduction * 4);
}
// @recomp Otherwise align left and shift up
else {
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4, 0, -margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4);
}
// @recomp Align left and shift up for minigame icons (carrot icons use an extended gbi texrect to ignore this state).
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4, 0, -margin_reduction * 4);
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4);
Interface_SetOrthoView(interfaceCtx);
Interface_DrawMinigameIcons(play);
@ -754,6 +749,132 @@ void Interface_Draw(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
extern u64 gCarrotIconTex[];
extern u64 gBeaverRingIconTex[];
extern u64 gSwordTrainingLogIconTex[];
extern u64 gFishermanMinigameTorchIconTex[];
extern u64 gArcheryScoreIconTex[];
extern u16 sMinigameScoreDigits[];
// @recomp Patched to draw the carrot icons with an extended gbi texrect so they don't inherit the current origin.
RECOMP_PATCH void Interface_DrawMinigameIcons(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 i;
s16 numDigitsDrawn;
s16 rectX;
s16 rectY;
s16 width;
s16 height;
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE)) {
// Carrots rendering if the action corresponds to riding a horse
if (interfaceCtx->unk_212 == DO_ACTION_FASTER) {
// Load Carrot Icon
gDPLoadTextureBlock(OVERLAY_DISP++, gCarrotIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
rectX = 110;
rectY = (interfaceCtx->minigameState != MINIGAME_STATE_NONE) ? 200 : 56;
// Draw 6 carrots
for (i = 1; i < 7; i++, rectX += 16) {
// Carrot Color (based on availability)
if ((interfaceCtx->numHorseBoosts == 0) || (interfaceCtx->numHorseBoosts < i)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 150, 255, interfaceCtx->aAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->aAlpha);
}
// @recomp Draw the carrot icons with an extended gbi texrect, using none as the origin to override the current alignment.
gEXTextureRectangle(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, rectX << 2, rectY << 2, (rectX + 16) << 2, (rectY + 16) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
}
if (gSaveContext.minigameStatus == MINIGAME_STATUS_ACTIVE) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
width = 24;
height = 16;
rectX = 20;
if (gSaveContext.save.saveInfo.playerData.healthCapacity > 0xA0) {
rectY = 75; // two rows of hearts
} else {
rectY = 67; // one row of hearts
}
if (gSaveContext.save.entrance == ENTRANCE(WATERFALL_RAPIDS, 1)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gBeaverRingIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
} else if (play->sceneId == SCENE_DOUJOU) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 140, 50, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gSwordTrainingLogIconTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
} else if (play->sceneId == SCENE_30GYOSON) {
width = 16;
height = 30;
rectX = 24;
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 100, 75, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 55, 55, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gFishermanMinigameTorchIconTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 30, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPLoadTextureBlock(OVERLAY_DISP++, gArcheryScoreIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 24, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
}
gSPTextureRectangle(OVERLAY_DISP++, (rectX << 2), (rectY << 2), ((rectX + width) << 2),
((rectY + height) << 2), G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->bAlpha);
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0,
0, PRIMITIVE, 0);
if (play->sceneId == SCENE_30GYOSON) {
rectX += 20;
if (gSaveContext.save.saveInfo.playerData.healthCapacity > 0xA0) {
rectY = 87; // two rows of hearts
} else {
rectY = 79; // one row of hearts
}
} else {
rectX += 26;
}
for (i = 0, numDigitsDrawn = 0; i < 4; i++) {
if ((sMinigameScoreDigits[i] != 0) || (numDigitsDrawn != 0) || (i >= 3)) {
OVERLAY_DISP =
Gfx_DrawTexRectI8(OVERLAY_DISP, ((u8*)gCounterDigit0Tex + (8 * 16 * sMinigameScoreDigits[i])),
8, 0x10, rectX, rectY - 2, 9, 0xFA, 0x370, 0x370);
rectX += 9;
numDigitsDrawn++;
}
}
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
extern s16 sTextboxWidth;
extern s16 sTextboxHeight;
extern s16 sTextboxTexWidth;
@ -761,7 +882,7 @@ extern s16 sTextboxTexHeight;
extern u64 gOcarinaTrebleClefTex[];
// @recomp Patch textboxes to use ortho tris with a matrix so they can be interpolated.
void Message_DrawTextBox(PlayState* play, Gfx** gfxP) {
RECOMP_PATCH void Message_DrawTextBox(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
Gfx* gfx = *gfxP;
@ -898,7 +1019,7 @@ void View_SetScissor(Gfx** gfx, s32 ulx, s32 uly, s32 lrx, s32 lry);
// @recomp Patched to not actually letterbox the scissor. The letterbox effect will be achieved by drawing an overlay on top instead, which
// will get interpolated unlike a scissor.
void View_ApplyLetterbox(View* view) {
RECOMP_PATCH void View_ApplyLetterbox(View* view) {
s32 letterboxY;
s32 letterboxX;
s32 pad1;
@ -965,7 +1086,7 @@ typedef struct {
extern ShrinkWindow* sShrinkWindowPtr;
// @recomp Replace the rects used to letterbox with ortho tris so they can be interpolated.
void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
RECOMP_PATCH void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
Gfx* gfx;
s8 letterboxSize = sShrinkWindowPtr->letterboxSize;
s8 pillarboxSize = sShrinkWindowPtr->pillarboxSize;
@ -1064,3 +1185,37 @@ void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
CLOSE_DISPS(gfxCtx);
}
}
extern u64 gSceneTitleCardGradientTex[];
// @recomp Patch the scene title card (the one with purple background when entering a new scene)
// to not glitch out on the right edge, which is hidden by overscan on N64.
RECOMP_PATCH void Message_DrawSceneTitleCard(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
Gfx* gfx;
gfx = *gfxP;
Gfx_SetupDL39_Ptr(&gfx);
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetTextureFilter(gfx++, G_TF_BILERP);
gDPSetAlphaDither(gfx++, G_AD_NOTPATTERN);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, msgCtx->textboxColorAlphaCurrent);
gDPSetEnvColor(gfx++, 140, 40, 160, 255);
gDPLoadTextureBlock(gfx++, gSceneTitleCardGradientTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 1, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 6, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// @recomp Decrease dsdx from the original 204 to 200 in order to hide the glitching on the right edge.
gSPTextureRectangle(gfx++, 0, XREG(77) << 2, 320 << 2, (XREG(77) + XREG(76)) << 2, G_TX_RENDERTILE, 0, 0, 200,
1 << 10);
gDPPipeSync(gfx++);
gDPSetCombineLERP(gfx++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(gfx++, 0, 0, 0, 255);
if ((msgCtx->currentTextId < 0x1BB2) || (msgCtx->currentTextId >= 0x1BB7)) {
msgCtx->unk11FF8 = XREG(75);
}
msgCtx->unk11FFA = XREG(74);
Message_DrawTextNES(play, &gfx, 0);
*gfxP = gfx++;
}

View File

@ -54,17 +54,9 @@ extern TexturePtr sMapPageBgTextures[];
extern TexturePtr sQuestPageBgTextures[];
extern TexturePtr sMaskPageBgTextures[];
s16 kaleido_s16(s16* addr) {
return *(s16*)KaleidoManager_GetRamAddr(addr);
}
f32 kaleido_f32(f32* addr) {
return *(f32*)KaleidoManager_GetRamAddr(addr);
}
// @recomp Patched to set pageIndex to a dummy value when KaleidoScope_SetVertices is called to make it
// allocate vertices for all pages at all times. This is simpler than patching KaleidoScope_SetVertices directly.
void KaleidoScope_Draw(PlayState* play) {
RECOMP_PATCH void KaleidoScope_Draw(PlayState* play) {
s32 pad;
PauseContext* pauseCtx = &play->pauseCtx;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
@ -145,7 +137,7 @@ void KaleidoScope_Draw(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void KaleidoScope_DrawCursor(PlayState* play) {
RECOMP_PATCH void KaleidoScope_DrawCursor(PlayState* play) {
PauseContext* pauseCtx = &play->pauseCtx;
s16 i;
@ -164,9 +156,8 @@ void KaleidoScope_DrawCursor(PlayState* play) {
gDPSetCombineLERP(POLY_OPA_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
// @recomp manual relocations, TODO remove when recompiler can handle this.
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, kaleido_s16(&sCursorPrimR), kaleido_s16(&sCursorPrimG), kaleido_s16(&sCursorPrimB), 255);
gDPSetEnvColor(POLY_OPA_DISP++, kaleido_s16(&sCursorEnvR), kaleido_s16(&sCursorEnvG), kaleido_s16(&sCursorEnvB), 255);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sCursorPrimR, sCursorPrimG, sCursorPrimB, 255);
gDPSetEnvColor(POLY_OPA_DISP++, sCursorEnvR, sCursorEnvG, sCursorEnvB, 255);
Matrix_Translate(pauseCtx->cursorX, pauseCtx->cursorY, -50.0f, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
@ -181,8 +172,7 @@ void KaleidoScope_DrawCursor(PlayState* play) {
for (i = 0; i < 4; i++) {
Matrix_Push();
// @recomp manual relocations, TODO remove when recompiler can handle this.
Matrix_Translate(kaleido_f32(&sCursorCirclesX[i]), kaleido_f32(&sCursorCirclesY[i]), -50.0f, MTXMODE_APPLY);
Matrix_Translate(sCursorCirclesX[i], sCursorCirclesY[i], -50.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_OPA_DISP++);
@ -209,6 +199,13 @@ void KaleidoScope_DrawCursor(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
extern s16 sPauseZRCursorColorTimer; // 8082B9C8 32899 -17976
extern s16 sPauseZRCursorColorIndex; // 8082B9CC 32899 -17972
extern s16 sPauseZRCursorRed; // 8082DA50 32899 -9648
extern s16 sPauseZRCursorGreen; // 8082DA52 32899 -9646
extern s16 sPauseZRCursorBlue; // 8082DA54 32899 -9644
extern s16 sPauseZRCursorAlpha; // 8082DA56 32899 -9642
/**
* infoPanelVtx
*
@ -222,17 +219,12 @@ void KaleidoScope_DrawCursor(PlayState* play) {
*/
// @recomp Patched to tag the matrix for interpolating the vertices of the Z button, R button, and name panel.
void KaleidoScope_DrawInfoPanel(PlayState* play) {
static s16 sPauseZRCursorColorTargets[][4] = {
RECOMP_PATCH void KaleidoScope_DrawInfoPanel(PlayState* play) {
static const s16 sPauseZRCursorColorTargets[][4] = {
{ 180, 210, 255, 220 },
{ 100, 100, 150, 220 },
};
static s16 sPauseZRCursorColorTimer = 20;
static s16 sPauseZRCursorColorIndex = 0;
static s16 sPauseZRCursorRed;
static s16 sPauseZRCursorGreen;
static s16 sPauseZRCursorBlue;
static s16 sPauseZRCursorAlpha;
// @recomp Moved non-const function-local statics to externs so they still get reset on overlay load.
PauseContext* pauseCtx = &play->pauseCtx;
s16 stepR;
s16 stepG;
@ -242,11 +234,6 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
s16 i;
s16 j;
// @recomp Manual relocations, TODO remove when done automatically by the recompiler.
s16* sPauseZRCursorColorTimerInits_reloc = KaleidoManager_GetRamAddr(&sPauseZRCursorColorTimerInits);
TexturePtr* D_8082B998_reloc = KaleidoManager_GetRamAddr(&D_8082B998);
TexturePtr* D_8082B9A8_reloc = KaleidoManager_GetRamAddr(&D_8082B9A8);
OPEN_DISPS(play->state.gfxCtx);
stepR =
@ -288,7 +275,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
sPauseZRCursorGreen = sPauseZRCursorColorTargets[sPauseZRCursorColorIndex][1];
sPauseZRCursorBlue = sPauseZRCursorColorTargets[sPauseZRCursorColorIndex][2];
sPauseZRCursorAlpha = sPauseZRCursorColorTargets[sPauseZRCursorColorIndex][3];
sPauseZRCursorColorTimer = sPauseZRCursorColorTimerInits_reloc[0];
sPauseZRCursorColorTimer = sPauseZRCursorColorTimerInits[0];
sPauseZRCursorColorIndex ^= 1;
}
@ -331,42 +318,42 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
pauseCtx->infoPanelVtx[5].v.ob[0] = pauseCtx->infoPanelVtx[7].v.ob[0] = pauseCtx->infoPanelVtx[4].v.ob[0] + 72;
if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) && (pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE)) {
pauseCtx->infoPanelVtx[8].v.ob[0] = pauseCtx->infoPanelVtx[10].v.ob[0] = kaleido_s16(&sPauseCursorLeftX);
pauseCtx->infoPanelVtx[8].v.ob[0] = pauseCtx->infoPanelVtx[10].v.ob[0] = sPauseCursorLeftX;
pauseCtx->infoPanelVtx[9].v.ob[0] = pauseCtx->infoPanelVtx[11].v.ob[0] = pauseCtx->infoPanelVtx[8].v.ob[0] + 24;
pauseCtx->infoPanelVtx[8].v.ob[1] = pauseCtx->infoPanelVtx[9].v.ob[1] = kaleido_s16(&D_8082B920);
pauseCtx->infoPanelVtx[8].v.ob[1] = pauseCtx->infoPanelVtx[9].v.ob[1] = D_8082B920;
pauseCtx->infoPanelVtx[10].v.ob[1] = pauseCtx->infoPanelVtx[11].v.ob[1] =
pauseCtx->infoPanelVtx[8].v.ob[1] - 32;
} else {
pauseCtx->infoPanelVtx[8].v.ob[0] = pauseCtx->infoPanelVtx[10].v.ob[0] = kaleido_s16(&sPauseCursorLeftX) + 3;
pauseCtx->infoPanelVtx[8].v.ob[0] = pauseCtx->infoPanelVtx[10].v.ob[0] = sPauseCursorLeftX + 3;
pauseCtx->infoPanelVtx[9].v.ob[0] = pauseCtx->infoPanelVtx[11].v.ob[0] = pauseCtx->infoPanelVtx[8].v.ob[0] + 18;
pauseCtx->infoPanelVtx[8].v.ob[1] = pauseCtx->infoPanelVtx[9].v.ob[1] = kaleido_s16(&D_8082B920) - 3;
pauseCtx->infoPanelVtx[8].v.ob[1] = pauseCtx->infoPanelVtx[9].v.ob[1] = D_8082B920 - 3;
pauseCtx->infoPanelVtx[10].v.ob[1] = pauseCtx->infoPanelVtx[11].v.ob[1] =
pauseCtx->infoPanelVtx[8].v.ob[1] - 26;
}
if ((pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_RIGHT) && (pauseCtx->mainState == PAUSE_MAIN_STATE_IDLE)) {
pauseCtx->infoPanelVtx[12].v.ob[0] = pauseCtx->infoPanelVtx[14].v.ob[0] = kaleido_s16(&sPauseCursorRightX);
pauseCtx->infoPanelVtx[12].v.ob[0] = pauseCtx->infoPanelVtx[14].v.ob[0] = sPauseCursorRightX;
pauseCtx->infoPanelVtx[13].v.ob[0] = pauseCtx->infoPanelVtx[15].v.ob[0] =
pauseCtx->infoPanelVtx[12].v.ob[0] + 24;
pauseCtx->infoPanelVtx[12].v.ob[1] = pauseCtx->infoPanelVtx[13].v.ob[1] = kaleido_s16(&D_8082B920);
pauseCtx->infoPanelVtx[12].v.ob[1] = pauseCtx->infoPanelVtx[13].v.ob[1] = D_8082B920;
pauseCtx->infoPanelVtx[14].v.ob[1] = pauseCtx->infoPanelVtx[15].v.ob[1] =
pauseCtx->infoPanelVtx[12].v.ob[1] - 32;
} else {
pauseCtx->infoPanelVtx[12].v.ob[0] = pauseCtx->infoPanelVtx[14].v.ob[0] = kaleido_s16(&sPauseCursorRightX) + 3;
pauseCtx->infoPanelVtx[12].v.ob[0] = pauseCtx->infoPanelVtx[14].v.ob[0] = sPauseCursorRightX + 3;
pauseCtx->infoPanelVtx[13].v.ob[0] = pauseCtx->infoPanelVtx[15].v.ob[0] =
pauseCtx->infoPanelVtx[12].v.ob[0] + 18;
pauseCtx->infoPanelVtx[12].v.ob[1] = pauseCtx->infoPanelVtx[13].v.ob[1] = kaleido_s16(&D_8082B920) - 3;
pauseCtx->infoPanelVtx[12].v.ob[1] = pauseCtx->infoPanelVtx[13].v.ob[1] = D_8082B920 - 3;
pauseCtx->infoPanelVtx[14].v.ob[1] = pauseCtx->infoPanelVtx[15].v.ob[1] =
pauseCtx->infoPanelVtx[12].v.ob[1] - 26;
@ -512,10 +499,10 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
if (pauseCtx->cursorSpecialPos == PAUSE_CURSOR_PAGE_LEFT) {
POLY_OPA_DISP =
Gfx_DrawTexQuad4b(POLY_OPA_DISP, D_8082B998_reloc[pauseCtx->pageIndex], G_IM_FMT_IA, 128, 16, 0);
Gfx_DrawTexQuad4b(POLY_OPA_DISP, D_8082B998[pauseCtx->pageIndex], G_IM_FMT_IA, 128, 16, 0);
} else {
POLY_OPA_DISP =
Gfx_DrawTexQuad4b(POLY_OPA_DISP, D_8082B9A8_reloc[pauseCtx->pageIndex], G_IM_FMT_IA, 128, 16, 0);
Gfx_DrawTexQuad4b(POLY_OPA_DISP, D_8082B9A8[pauseCtx->pageIndex], G_IM_FMT_IA, 128, 16, 0);
}
}
} else if ((!pauseCtx->pageIndex || (pauseCtx->pageIndex == PAUSE_MASK)) &&
@ -541,7 +528,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
POLY_OPA_DISP = Gfx_DrawTexQuad4b(POLY_OPA_DISP, gPauseToEquipENGTex, G_IM_FMT_IA, 64, 16, 4);
} else if ((pauseCtx->pageIndex == PAUSE_MAP) && kaleido_s16(&sInDungeonScene)) {
} else if ((pauseCtx->pageIndex == PAUSE_MAP) && sInDungeonScene) {
// No code in this case
} else if ((pauseCtx->pageIndex == PAUSE_QUEST) &&
(pauseCtx->cursorSlot[PAUSE_QUEST] == QUEST_BOMBERS_NOTEBOOK)) {
@ -600,7 +587,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
}
// @recomp Patched to draw always all 4 pages and tag their matrices.
void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
RECOMP_PATCH void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
static s16 sCursorColorTimer = 10;
static s16 sCursorColorTargetIndex = 0;
PauseContext* pauseCtx = &play->pauseCtx;
@ -608,87 +595,75 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
s16 stepG;
s16 stepB;
// @recomp Manual relocation, TODO remove when recompiler handles it automatically.
TexturePtr* sItemPageBgTextures_reloc = KaleidoManager_GetRamAddr(&sItemPageBgTextures);
TexturePtr* sMapPageBgTextures_reloc = KaleidoManager_GetRamAddr(&sMapPageBgTextures);
TexturePtr* sQuestPageBgTextures_reloc = KaleidoManager_GetRamAddr(&sQuestPageBgTextures);
TexturePtr* sMaskPageBgTextures_reloc = KaleidoManager_GetRamAddr(&sMaskPageBgTextures);
s16* sCursorPrimR_reloc = KaleidoManager_GetRamAddr(&sCursorPrimR);
s16* sCursorPrimG_reloc = KaleidoManager_GetRamAddr(&sCursorPrimG);
s16* sCursorPrimB_reloc = KaleidoManager_GetRamAddr(&sCursorPrimB);
s16* sCursorEnvR_reloc = KaleidoManager_GetRamAddr(&sCursorEnvR);
s16* sCursorEnvG_reloc = KaleidoManager_GetRamAddr(&sCursorEnvG);
s16* sCursorEnvB_reloc = KaleidoManager_GetRamAddr(&sCursorEnvB);
OPEN_DISPS(gfxCtx);
if (!IS_PAUSE_STATE_GAMEOVER) {
if (pauseCtx->state != PAUSE_STATE_SAVEPROMPT) {
stepR =
ABS_ALT(*sCursorPrimR_reloc - sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) /
ABS_ALT(sCursorPrimR - sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) /
sCursorColorTimer;
stepG =
ABS_ALT(*sCursorPrimG_reloc - sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) /
ABS_ALT(sCursorPrimG - sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) /
sCursorColorTimer;
stepB =
ABS_ALT(*sCursorPrimB_reloc - sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) /
ABS_ALT(sCursorPrimB - sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) /
sCursorColorTimer;
if (*sCursorPrimR_reloc >= sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) {
*sCursorPrimR_reloc -= stepR;
if (sCursorPrimR >= sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) {
sCursorPrimR -= stepR;
} else {
*sCursorPrimR_reloc += stepR;
sCursorPrimR += stepR;
}
if (*sCursorPrimG_reloc >= sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) {
*sCursorPrimG_reloc -= stepG;
if (sCursorPrimG >= sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) {
sCursorPrimG -= stepG;
} else {
*sCursorPrimG_reloc += stepG;
sCursorPrimG += stepG;
}
if (*sCursorPrimB_reloc >= sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) {
*sCursorPrimB_reloc -= stepB;
if (sCursorPrimB >= sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) {
sCursorPrimB -= stepB;
} else {
*sCursorPrimB_reloc += stepB;
sCursorPrimB += stepB;
}
stepR =
ABS_ALT(*sCursorEnvR_reloc - sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) /
ABS_ALT(sCursorEnvR - sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) /
sCursorColorTimer;
stepG =
ABS_ALT(*sCursorEnvG_reloc - sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) /
ABS_ALT(sCursorEnvG - sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) /
sCursorColorTimer;
stepB =
ABS_ALT(*sCursorEnvB_reloc - sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) /
ABS_ALT(sCursorEnvB - sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) /
sCursorColorTimer;
if (*sCursorEnvR_reloc >= sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) {
*sCursorEnvR_reloc -= stepR;
if (sCursorEnvR >= sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0]) {
sCursorEnvR -= stepR;
} else {
*sCursorEnvR_reloc += stepR;
sCursorEnvR += stepR;
}
if (*sCursorEnvG_reloc >= sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) {
*sCursorEnvG_reloc -= stepG;
if (sCursorEnvG >= sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1]) {
sCursorEnvG -= stepG;
} else {
*sCursorEnvG_reloc += stepG;
sCursorEnvG += stepG;
}
if (*sCursorEnvB_reloc >= sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) {
*sCursorEnvB_reloc -= stepB;
if (sCursorEnvB >= sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2]) {
sCursorEnvB -= stepB;
} else {
*sCursorEnvB_reloc += stepB;
sCursorEnvB += stepB;
}
sCursorColorTimer--;
if (sCursorColorTimer == 0) {
*sCursorPrimR_reloc = sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0];
*sCursorPrimG_reloc = sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1];
*sCursorPrimB_reloc = sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2];
*sCursorEnvR_reloc = sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0];
*sCursorEnvG_reloc = sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1];
*sCursorEnvB_reloc = sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2];
sCursorPrimR = sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0];
sCursorPrimG = sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1];
sCursorPrimB = sCursorPrimColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2];
sCursorEnvR = sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][0];
sCursorEnvG = sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][1];
sCursorEnvB = sCursorEnvColorTarget[pauseCtx->cursorColorSet + sCursorColorTargetIndex][2];
sCursorColorTargetIndex ^= 1;
sCursorColorTimer = 10;
}
@ -704,14 +679,13 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(0.0f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->itemPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->itemPageVtx, sItemPageBgTextures_reloc);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->itemPageVtx, sItemPageBgTextures);
KaleidoScope_DrawItemSelect(play);
}
@ -726,16 +700,15 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(-1.57f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->mapPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->mapPageVtx, sMapPageBgTextures_reloc);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->mapPageVtx, sMapPageBgTextures);
if (kaleido_s16(&sInDungeonScene)) {
if (sInDungeonScene) {
KaleidoScope_DrawDungeonMap(play);
Gfx_SetupDL42_Opa(gfxCtx);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
@ -757,14 +730,13 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(-3.14f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->questPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->questPageVtx, sQuestPageBgTextures_reloc);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->questPageVtx, sQuestPageBgTextures);
KaleidoScope_DrawQuestStatus(play);
}
@ -781,14 +753,13 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(1.57f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->maskPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->maskPageVtx, sMaskPageBgTextures_reloc);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->maskPageVtx, sMaskPageBgTextures);
KaleidoScope_DrawMaskSelect(play);
}
@ -804,15 +775,14 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(0.0f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->itemPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP =
KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->itemPageVtx, sItemPageBgTextures_reloc);
KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->itemPageVtx, sItemPageBgTextures);
KaleidoScope_DrawItemSelect(play);
}
@ -827,16 +797,15 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(-1.57f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->mapPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->mapPageVtx, sMapPageBgTextures_reloc);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->mapPageVtx, sMapPageBgTextures);
if (kaleido_s16(&sInDungeonScene)) {
if (sInDungeonScene) {
KaleidoScope_DrawDungeonMap(play);
Gfx_SetupDL42_Opa(gfxCtx);
@ -878,15 +847,14 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetTextureFilter(POLY_OPA_DISP++, G_TF_BILERP);
Matrix_RotateYF(-3.14f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->questPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP =
KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->questPageVtx, sQuestPageBgTextures_reloc);
KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->questPageVtx, sQuestPageBgTextures);
KaleidoScope_DrawQuestStatus(play);
break;
@ -900,15 +868,14 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 180, 180, 120, 255);
Matrix_RotateYF(1.57f, MTXMODE_NEW);
// @recomp Manual relocation, TODO remove when automated.
Matrix_Translate(0.0f, kaleido_f32(&sPauseMenuVerticalOffset) / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, sPauseMenuVerticalOffset / 100.0f, -93.0f, MTXMODE_APPLY);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateXFApply(-pauseCtx->maskPageRoll / 100.0f);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP =
KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->maskPageVtx, sMaskPageBgTextures_reloc);
KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->maskPageVtx, sMaskPageBgTextures);
KaleidoScope_DrawMaskSelect(play);
break;

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