Zelda64Recomp/patches/fixes.c

379 lines
16 KiB
C

#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) {
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) <<G_TEXTURE_IMAGE_FRAC,
(RECOMP_PAGE_ROW_HEIGHT + 2) << G_TEXTURE_IMAGE_FRAC);
gSPVertex(gfx++, vertices + 4 * bg_row, 4, 0);
gSP2Triangles(gfx++, 0, 3, 1, 0x0, 3, 0, 2, 0x0);
}
return gfx;
}
typedef void (*CutsceneHandler)(PlayState* play, CutsceneContext* csCtx);
extern CutsceneHandler sScriptedCutsceneHandlers[];
void Cutscene_SetupScripted(PlayState* play, CutsceneContext* csCtx);
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) {
if ((gSaveContext.cutsceneTrigger != 0) && (play->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);
}