#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_COUNT ((PAGE_BG_HEIGHT + RECOMP_PAGE_ROW_HEIGHT - 1) / RECOMP_PAGE_ROW_HEIGHT) extern s16* sVtxPageQuadsX[VTX_PAGE_MAX]; extern s16* sVtxPageQuadsWidth[VTX_PAGE_MAX]; extern s16* sVtxPageQuadsY[VTX_PAGE_MAX]; extern s16* sVtxPageQuadsHeight[VTX_PAGE_MAX]; s16 sVtxPageGameOverSaveQuadsY[VTX_PAGE_SAVE_QUADS] = { 14, // promptPageVtx[60] QUAD_PROMPT_MESSAGE -2, // promptPageVtx[64] QUAD_PROMPT_CURSOR_LEFT -2, // promptPageVtx[68] QUAD_PROMPT_CURSOR_RIGHT -18, // promptPageVtx[72] QUAD_PROMPT_CHOICE_YES -18, // promptPageVtx[76] QUAD_PROMPT_CHOICE_NO }; // @recomp patched to draw as strips with bilerp compensation instead of tiles. s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) { PauseContext* pauseCtx = &play->pauseCtx; GameOverContext* gameOverCtx = &play->gameOverCtx; s16* quadsX; s16* quadsWidth; s16* quadsY; s16* quadsHeight; s32 cur_y; u32 row; cur_y = PAGE_BG_HEIGHT / 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); vtx[4 * row + 0].v.ob[0] = -PAGE_BG_WIDTH / 2; vtx[4 * row + 1].v.ob[0] = PAGE_BG_WIDTH / 2; vtx[4 * row + 2].v.ob[0] = -PAGE_BG_WIDTH / 2; vtx[4 * row + 3].v.ob[0] = PAGE_BG_WIDTH / 2; vtx[4 * row + 0].v.ob[1] = cur_y + pauseCtx->offsetY; vtx[4 * row + 1].v.ob[1] = cur_y + pauseCtx->offsetY; vtx[4 * row + 2].v.ob[1] = next_y + pauseCtx->offsetY; vtx[4 * row + 3].v.ob[1] = next_y + pauseCtx->offsetY; vtx[4 * row + 0].v.ob[2] = vtx[4 * row + 1].v.ob[2] = vtx[4 * row + 2].v.ob[2] = vtx[4 * row + 3].v.ob[2] = 0; 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)) 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 + 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 + 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; vtx[4 * row + 0].v.cn[2] = vtx[4 * row + 1].v.cn[2] = vtx[4 * row + 2].v.cn[2] = vtx[4 * row + 3].v.cn[2] = 0; vtx[4 * row + 0].v.cn[3] = vtx[4 * row + 1].v.cn[3] = vtx[4 * row + 2].v.cn[3] = vtx[4 * row + 3].v.cn[3] = pauseCtx->alpha; 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]; s16 i; for (i = 0; i < numQuads; i++, k += 4) { vtx[k + 2].v.ob[0] = vtx[k + 0].v.ob[0] = quadsX[i]; vtx[k + 1].v.ob[0] = vtx[k + 3].v.ob[0] = vtx[k + 0].v.ob[0] + quadsWidth[i]; if (!IS_PAUSE_STATE_GAMEOVER(pauseCtx)) { vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY; } else if (gameOverCtx->state == GAMEOVER_INACTIVE) { vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY; } else { vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = sVtxPageGameOverSaveQuadsY[i] + pauseCtx->offsetY; } vtx[k + 2].v.ob[1] = vtx[k + 3].v.ob[1] = vtx[k + 0].v.ob[1] - quadsHeight[i]; vtx[k + 0].v.ob[2] = vtx[k + 1].v.ob[2] = vtx[k + 2].v.ob[2] = vtx[k + 3].v.ob[2] = 0; vtx[k + 0].v.flag = vtx[k + 1].v.flag = vtx[k + 2].v.flag = vtx[k + 3].v.flag = 0; vtx[k + 0].v.tc[0] = vtx[k + 0].v.tc[1] = vtx[k + 1].v.tc[1] = vtx[k + 2].v.tc[0] = 0; vtx[k + 1].v.tc[0] = vtx[k + 3].v.tc[0] = quadsWidth[i] << 5; vtx[k + 2].v.tc[1] = vtx[k + 3].v.tc[1] = quadsHeight[i] << 5; vtx[k + 0].v.cn[0] = vtx[k + 2].v.cn[0] = vtx[k + 0].v.cn[1] = vtx[k + 2].v.cn[1] = vtx[k + 0].v.cn[2] = vtx[k + 2].v.cn[2] = 255; vtx[k + 1].v.cn[0] = vtx[k + 3].v.cn[0] = vtx[k + 1].v.cn[1] = vtx[k + 3].v.cn[1] = vtx[k + 1].v.cn[2] = vtx[k + 3].v.cn[2] = 255; vtx[k + 0].v.cn[3] = vtx[k + 2].v.cn[3] = vtx[k + 1].v.cn[3] = vtx[k + 3].v.cn[3] = pauseCtx->alpha; } } return k; } // There's one extra row and column of padding on each side, so the size is +2 in each dimension. typedef u8 bg_image_t[(2 + PAGE_BG_WIDTH) * (2 + PAGE_BG_HEIGHT)]; #define BG_IMAGE_COUNT 4 TexturePtr* bg_pointers[BG_IMAGE_COUNT]; bg_image_t bg_images[BG_IMAGE_COUNT] __attribute__((aligned(8))); void assemble_image(TexturePtr* textures, bg_image_t* image_out) { u8* pixels_out_start = *image_out; // Skip a row, it'll be filled in later. u8* pixels_out = pixels_out_start + PAGE_BG_WIDTH + 2; for (u32 row = 0; row < PAGE_BG_ROWS; row++) { u8* texture0 = Lib_SegmentedToVirtual(textures[row + 0]); u8* texture1 = Lib_SegmentedToVirtual(textures[row + 5]); u8* texture2 = Lib_SegmentedToVirtual(textures[row + 10]); for (u32 tile_row = 0; tile_row < PAGE_BG_QUAD_HEIGHT; tile_row++) { // Write the first column, setting alpha to 0. *pixels_out = (*texture0) & 0xF0; pixels_out++; // Copy a row from each of the tiles into the output texture. Lib_MemCpy(pixels_out, texture0, PAGE_BG_QUAD_WIDTH * sizeof(u8)); pixels_out += PAGE_BG_QUAD_WIDTH; texture0 += PAGE_BG_QUAD_WIDTH; Lib_MemCpy(pixels_out, texture1, PAGE_BG_QUAD_WIDTH * sizeof(u8)); pixels_out += PAGE_BG_QUAD_WIDTH; texture1 += PAGE_BG_QUAD_WIDTH; Lib_MemCpy(pixels_out, texture2, PAGE_BG_QUAD_WIDTH * sizeof(u8)); pixels_out += PAGE_BG_QUAD_WIDTH; texture2 += PAGE_BG_QUAD_WIDTH; // Write the last column, setting alpha to 0. *pixels_out = (*(texture2 - 1)) & 0xF0; pixels_out++; } } // Fill in the padding rows with duplicates of the first and last row but with zero alpha. for (u32 col = 0; col < PAGE_BG_WIDTH + 2; col++) { pixels_out_start[col] = pixels_out_start[col + PAGE_BG_WIDTH + 2] & 0xF0; pixels_out[col] = pixels_out[col - PAGE_BG_WIDTH - 2] & 0xF0; } } static bool assembled_kaleido_images = false; extern TexturePtr sMaskPageBgTextures[]; extern TexturePtr sItemPageBgTextures[]; extern TexturePtr sMapPageBgTextures[]; extern TexturePtr sQuestPageBgTextures[]; extern void (*sKaleidoScopeUpdateFunc)(PlayState* play); extern void (*sKaleidoScopeDrawFunc)(PlayState* play); extern void KaleidoScope_Update(PlayState* play); extern void KaleidoScope_Draw(PlayState* play); void KaleidoUpdateWrapper(PlayState* play) { KaleidoScope_Update(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); KaleidoScope_Draw(play); // @recomp Check if this is the first time kaleido has been drawn. If so, assemble the background textures // into the full seamless image. if (!assembled_kaleido_images) { assembled_kaleido_images = true; // Record the old value for segments 0x08 and 0x0D, then update them with the correct values so that segmented addresses // can be converted in assemble_image. uintptr_t old_segment_08 = gSegments[0x08]; 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]); gSegments[0x08] = old_segment_08; gSegments[0x0D] = old_segment_0D; } } 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; KaleidoSetup_Init(play); } // @recomp patched to fix bilerp seams. Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) { s32 i; s32 j; bg_image_t* cur_image = NULL; // Check if this texture set has been assembled into a full image. u32 image_index; for (image_index = 0; image_index < BG_IMAGE_COUNT; image_index++) { if (bg_pointers[image_index] == textures) { cur_image = &bg_images[image_index]; break; } } if (cur_image == NULL) { // No image was found. return gfx; } // Draw the rows. for (u32 bg_row = 0; bg_row < RECOMP_PAGE_ROW_COUNT; bg_row++) { 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, // pal G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 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) <transitionTrigger == TRANS_TRIGGER_START)) { gSaveContext.cutsceneTrigger = 0; } if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE)) { gSaveContext.save.cutsceneIndex = 0xFFFD; gSaveContext.cutsceneTrigger = 1; } if (gSaveContext.save.cutsceneIndex >= 0xFFF0) { Cutscene_SetupScripted(play, csCtx); sScriptedCutsceneHandlers[csCtx->state](play, csCtx); } // @recomp Insert extra VI interrupt delays on certain frames of the giants cutscene to match console // framerates. This prevents the music from desyncing with the cutscene. if (play->sceneId == SCENE_00KEIKOKU && gSaveContext.sceneLayer == 1) { s32 curFrame = play->csCtx.curFrame; s32 scriptIndex = play->csCtx.scriptIndex; // These regions of lag were determined by measuring framerate on console, though they pretty clearly // correspond to specific camera angles and effects active during the cutscene. if ( (scriptIndex == 0 && curFrame >= 1123 && curFrame <= 1381) || (scriptIndex != 0 && curFrame >= 4 && curFrame <= 85) || (scriptIndex != 0 && curFrame >= 431 && curFrame <= 490) ) { extra_vis = 1; } } } // @recomp Fix a texture scroll using an incorrect tile size, which resulted in the scroll jumping during the animation. 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* gamestate_relocate(void* addr, GameStateId id) { GameStateOverlay* ovl = &gGameStateOverlayTable[id]; if ((uintptr_t)addr >= 0x80800000) { return (void*)((uintptr_t)addr - (intptr_t)((uintptr_t)ovl->vramStart - (uintptr_t)ovl->loadedRamAddr)); } else { recomp_printf("Not an overlay address!: 0x%08X 0x%08X 0x%08X\n", (u32)addr, (u32)ovl->vramStart, (u32)ovl->loadedRamAddr); return addr; } } 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. 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); // @recomp Manual relocation, TODO remove when automated. this->state.main = (GameStateFunc)gamestate_relocate(DayTelop_Main, GAMESTATE_DAYTELOP); this->state.destroy = (GameStateFunc)gamestate_relocate(DayTelop_Destroy, GAMESTATE_DAYTELOP); // @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); }