mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-24 13:49:22 +01:00
5aa650bffa
* 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>
468 lines
21 KiB
C
468 lines
21 KiB
C
#include "patches.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/actors/ovl_En_Fall/z_en_fall.h"
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#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
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#include "overlays/gamestates/ovl_daytelop/z_daytelop.h"
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#include "z64shrink_window.h"
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#define PAGE_BG_WIDTH (PAGE_BG_COLS * PAGE_BG_QUAD_WIDTH)
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#define PAGE_BG_HEIGHT (PAGE_BG_ROWS * PAGE_BG_QUAD_HEIGHT)
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#define RECOMP_PAGE_ROW_HEIGHT 15
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#define RECOMP_PAGE_ROW_COUNT ((PAGE_BG_HEIGHT + RECOMP_PAGE_ROW_HEIGHT - 1) / RECOMP_PAGE_ROW_HEIGHT)
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extern s16* sVtxPageQuadsX[VTX_PAGE_MAX];
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extern s16* sVtxPageQuadsWidth[VTX_PAGE_MAX];
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extern s16* sVtxPageQuadsY[VTX_PAGE_MAX];
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extern s16* sVtxPageQuadsHeight[VTX_PAGE_MAX];
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s16 sVtxPageGameOverSaveQuadsY[VTX_PAGE_SAVE_QUADS] = {
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14, // promptPageVtx[60] QUAD_PROMPT_MESSAGE
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-2, // promptPageVtx[64] QUAD_PROMPT_CURSOR_LEFT
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-2, // promptPageVtx[68] QUAD_PROMPT_CURSOR_RIGHT
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-18, // promptPageVtx[72] QUAD_PROMPT_CHOICE_YES
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-18, // promptPageVtx[76] QUAD_PROMPT_CHOICE_NO
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};
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// @recomp patched to draw as strips with bilerp compensation instead of tiles.
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RECOMP_PATCH s16 KaleidoScope_SetPageVertices(PlayState* play, Vtx* vtx, s16 vtxPage, s16 numQuads) {
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PauseContext* pauseCtx = &play->pauseCtx;
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GameOverContext* gameOverCtx = &play->gameOverCtx;
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s16* quadsX;
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s16* quadsWidth;
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s16* quadsY;
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s16* quadsHeight;
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s32 cur_y;
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u32 row;
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cur_y = (PAGE_BG_HEIGHT + 2) / 2;
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// 2 verts per row plus 2 extra verts at the start and the end.
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for (row = 0; row < RECOMP_PAGE_ROW_COUNT + 2; row++) {
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s32 next_y = MAX(cur_y - RECOMP_PAGE_ROW_HEIGHT, -(PAGE_BG_HEIGHT + 2) / 2);
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vtx[4 * row + 0].v.ob[0] = -PAGE_BG_WIDTH / 2;
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vtx[4 * row + 1].v.ob[0] = PAGE_BG_WIDTH / 2;
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vtx[4 * row + 2].v.ob[0] = -PAGE_BG_WIDTH / 2;
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vtx[4 * row + 3].v.ob[0] = PAGE_BG_WIDTH / 2;
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vtx[4 * row + 0].v.ob[1] = cur_y + pauseCtx->offsetY;
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vtx[4 * row + 1].v.ob[1] = cur_y + pauseCtx->offsetY;
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vtx[4 * row + 2].v.ob[1] = next_y + pauseCtx->offsetY;
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vtx[4 * row + 3].v.ob[1] = next_y + pauseCtx->offsetY;
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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;
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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;
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#define PIXEL_OFFSET 0
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vtx[4 * row + 0].v.tc[0] = PIXEL_OFFSET;
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vtx[4 * row + 0].v.tc[1] = PIXEL_OFFSET;
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vtx[4 * row + 1].v.tc[0] = (PAGE_BG_WIDTH + 2 - 1) * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 1].v.tc[1] = PIXEL_OFFSET;
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vtx[4 * row + 2].v.tc[0] = PIXEL_OFFSET;
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vtx[4 * row + 2].v.tc[1] = (cur_y - next_y + 1 - 1) * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 3].v.tc[0] = (PAGE_BG_WIDTH + 2 - 1) * (1 << 5) + PIXEL_OFFSET;
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vtx[4 * row + 3].v.tc[1] = (cur_y - next_y + 1 - 1) * (1 << 5) + PIXEL_OFFSET;
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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;
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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;
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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;
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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;
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cur_y = next_y;
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}
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s16 k = 60;
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if (numQuads != 0) {
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quadsX = sVtxPageQuadsX[vtxPage];
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quadsWidth = sVtxPageQuadsWidth[vtxPage];
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quadsY = sVtxPageQuadsY[vtxPage];
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quadsHeight = sVtxPageQuadsHeight[vtxPage];
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s16 i;
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for (i = 0; i < numQuads; i++, k += 4) {
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vtx[k + 2].v.ob[0] = vtx[k + 0].v.ob[0] = quadsX[i];
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vtx[k + 1].v.ob[0] = vtx[k + 3].v.ob[0] = vtx[k + 0].v.ob[0] + quadsWidth[i];
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if (!IS_PAUSE_STATE_GAMEOVER) {
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vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY;
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} else if (gameOverCtx->state == GAMEOVER_INACTIVE) {
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vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = quadsY[i] + pauseCtx->offsetY;
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} else {
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vtx[k + 0].v.ob[1] = vtx[k + 1].v.ob[1] = sVtxPageGameOverSaveQuadsY[i] + pauseCtx->offsetY;
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}
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vtx[k + 2].v.ob[1] = vtx[k + 3].v.ob[1] = vtx[k + 0].v.ob[1] - quadsHeight[i];
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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;
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vtx[k + 0].v.flag = vtx[k + 1].v.flag = vtx[k + 2].v.flag = vtx[k + 3].v.flag = 0;
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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;
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vtx[k + 1].v.tc[0] = vtx[k + 3].v.tc[0] = quadsWidth[i] << 5;
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vtx[k + 2].v.tc[1] = vtx[k + 3].v.tc[1] = quadsHeight[i] << 5;
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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] =
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vtx[k + 2].v.cn[2] = 255;
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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] =
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vtx[k + 3].v.cn[2] = 255;
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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;
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}
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}
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return k;
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}
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// There's one extra row and column of padding on each side, so the size is +2 in each dimension.
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typedef u8 bg_image_t[(2 + PAGE_BG_WIDTH) * (2 + PAGE_BG_HEIGHT)];
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#define BG_IMAGE_COUNT 4
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TexturePtr* bg_pointers[BG_IMAGE_COUNT];
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bg_image_t bg_images[BG_IMAGE_COUNT] __attribute__((aligned(8)));
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void assemble_image(TexturePtr* textures, bg_image_t* image_out) {
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u8* pixels_out_start = *image_out;
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// Skip a row, it'll be filled in later.
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u8* pixels_out = pixels_out_start + PAGE_BG_WIDTH + 2;
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for (u32 row = 0; row < PAGE_BG_ROWS; row++) {
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u8* texture0 = Lib_SegmentedToVirtual(textures[row + 0]);
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u8* texture1 = Lib_SegmentedToVirtual(textures[row + 5]);
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u8* texture2 = Lib_SegmentedToVirtual(textures[row + 10]);
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for (u32 tile_row = 0; tile_row < PAGE_BG_QUAD_HEIGHT; tile_row++) {
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// Write the first column, setting alpha to 0.
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*pixels_out = (*texture0) & 0xF0;
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pixels_out++;
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// Copy a row from each of the tiles into the output texture.
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Lib_MemCpy(pixels_out, texture0, PAGE_BG_QUAD_WIDTH * sizeof(u8));
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pixels_out += PAGE_BG_QUAD_WIDTH;
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texture0 += PAGE_BG_QUAD_WIDTH;
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Lib_MemCpy(pixels_out, texture1, PAGE_BG_QUAD_WIDTH * sizeof(u8));
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pixels_out += PAGE_BG_QUAD_WIDTH;
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texture1 += PAGE_BG_QUAD_WIDTH;
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Lib_MemCpy(pixels_out, texture2, PAGE_BG_QUAD_WIDTH * sizeof(u8));
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pixels_out += PAGE_BG_QUAD_WIDTH;
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texture2 += PAGE_BG_QUAD_WIDTH;
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// Write the last column, setting alpha to 0.
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*pixels_out = (*(texture2 - 1)) & 0xF0;
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pixels_out++;
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}
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}
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// Fill in the padding rows with duplicates of the first and last row but with zero alpha.
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for (u32 col = 0; col < PAGE_BG_WIDTH + 2; col++) {
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pixels_out_start[col] = pixels_out_start[col + PAGE_BG_WIDTH + 2] & 0xF0;
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pixels_out[col] = pixels_out[col - PAGE_BG_WIDTH - 2] & 0xF0;
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}
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}
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static bool assembled_kaleido_images = false;
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extern TexturePtr sMaskPageBgTextures[];
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extern TexturePtr sItemPageBgTextures[];
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extern TexturePtr sMapPageBgTextures[];
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extern TexturePtr sQuestPageBgTextures[];
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extern void (*sKaleidoScopeUpdateFunc)(PlayState* play);
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extern void (*sKaleidoScopeDrawFunc)(PlayState* play);
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extern void KaleidoScope_Update(PlayState* play);
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extern void KaleidoScope_Draw(PlayState* play);
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void KaleidoUpdateWrapper(PlayState* play) {
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KaleidoScope_Update(play);
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}
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void KaleidoDrawWrapper(PlayState* play) {
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// @recomp Update the background image pointers to reflect the overlay's load address.
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bg_pointers[0] = sMaskPageBgTextures;
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bg_pointers[1] = sItemPageBgTextures;
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bg_pointers[2] = sMapPageBgTextures;
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bg_pointers[3] = sQuestPageBgTextures;
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KaleidoScope_Draw(play);
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// @recomp Check if this is the first time kaleido has been drawn. If so, assemble the background textures
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// into the full seamless image.
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if (!assembled_kaleido_images) {
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assembled_kaleido_images = true;
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// Record the old value for segments 0x08 and 0x0D, then update them with the correct values so that segmented addresses
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// can be converted in assemble_image.
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uintptr_t old_segment_08 = gSegments[0x08];
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uintptr_t old_segment_0D = gSegments[0x0D];
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gSegments[0x08] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemSegment);
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gSegments[0x0D] = OS_K0_TO_PHYSICAL(play->pauseCtx.iconItemLangSegment);
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assemble_image(sMaskPageBgTextures, &bg_images[0]);
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assemble_image(sItemPageBgTextures, &bg_images[1]);
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assemble_image(sMapPageBgTextures, &bg_images[2]);
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assemble_image(sQuestPageBgTextures, &bg_images[3]);
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gSegments[0x08] = old_segment_08;
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gSegments[0x0D] = old_segment_0D;
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}
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}
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RECOMP_PATCH void KaleidoScopeCall_Init(PlayState* play) {
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// @recomp Set the update and draw func pointers to the wrappers instead of the actual functions.
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sKaleidoScopeUpdateFunc = KaleidoUpdateWrapper;
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sKaleidoScopeDrawFunc = KaleidoDrawWrapper;
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KaleidoSetup_Init(play);
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}
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// @recomp patched to fix bilerp seams.
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RECOMP_PATCH Gfx* KaleidoScope_DrawPageSections(Gfx* gfx, Vtx* vertices, TexturePtr* textures) {
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s32 i;
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s32 j;
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bg_image_t* cur_image = NULL;
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// Check if this texture set has been assembled into a full image.
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u32 image_index;
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for (image_index = 0; image_index < BG_IMAGE_COUNT; image_index++) {
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if (bg_pointers[image_index] == textures) {
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cur_image = &bg_images[image_index];
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break;
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}
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}
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if (cur_image == NULL) {
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// No image was found.
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return gfx;
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}
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// Draw the rows.
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for (u32 bg_row = 0; bg_row < RECOMP_PAGE_ROW_COUNT; bg_row++) {
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u32 cur_row_height = MIN(RECOMP_PAGE_ROW_HEIGHT, PAGE_BG_HEIGHT + 1 - bg_row * RECOMP_PAGE_ROW_HEIGHT);
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gDPLoadTextureTile(gfx++, *cur_image,
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G_IM_FMT_IA, G_IM_SIZ_8b, // fmt, siz
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PAGE_BG_WIDTH + 2, PAGE_BG_HEIGHT + 2, // width, height
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0, bg_row * RECOMP_PAGE_ROW_HEIGHT, // uls, ult
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PAGE_BG_WIDTH + 2 - 1, bg_row * RECOMP_PAGE_ROW_HEIGHT + cur_row_height + 1 - 1, // lrs, lrt
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0, // pal
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gDPSetTileSize(gfx++, G_TX_RENDERTILE,
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0 << G_TEXTURE_IMAGE_FRAC,
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0 << G_TEXTURE_IMAGE_FRAC,
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(PAGE_BG_WIDTH + 2 - 1) <<G_TEXTURE_IMAGE_FRAC,
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(cur_row_height + 1 - 1) << G_TEXTURE_IMAGE_FRAC);
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gSPVertex(gfx++, vertices + 4 * bg_row, 4, 0);
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gSP2Triangles(gfx++, 0, 3, 1, 0x0, 3, 0, 2, 0x0);
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}
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return gfx;
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}
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typedef void (*CutsceneHandler)(PlayState* play, CutsceneContext* csCtx);
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extern CutsceneHandler sScriptedCutsceneHandlers[];
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void Cutscene_SetupScripted(PlayState* play, CutsceneContext* csCtx);
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int extra_vis = 0;
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// @recomp Patch the giants cutscene to make certain frames take longer to mimic performance on console.
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// This prevents the music from desyncing from the cutscene as it was designed around the console's frame times.
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RECOMP_PATCH void Cutscene_UpdateScripted(PlayState* play, CutsceneContext* csCtx) {
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if ((gSaveContext.cutsceneTrigger != 0) && (play->transitionTrigger == TRANS_TRIGGER_START)) {
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gSaveContext.cutsceneTrigger = 0;
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}
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if ((gSaveContext.cutsceneTrigger != 0) && (csCtx->state == CS_STATE_IDLE)) {
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gSaveContext.save.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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}
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if (gSaveContext.save.cutsceneIndex >= 0xFFF0) {
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Cutscene_SetupScripted(play, csCtx);
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sScriptedCutsceneHandlers[csCtx->state](play, csCtx);
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}
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// @recomp Insert extra VI interrupt delays on certain frames of the giants cutscene to match console
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// framerates. This prevents the music from desyncing with the cutscene.
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if (play->sceneId == SCENE_00KEIKOKU && gSaveContext.sceneLayer == 1) {
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s32 curFrame = play->csCtx.curFrame;
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s32 scriptIndex = play->csCtx.scriptIndex;
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// These regions of lag were determined by measuring framerate on console, though they pretty clearly
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// correspond to specific camera angles and effects active during the cutscene.
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if (
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(scriptIndex == 0 && curFrame >= 1123 && curFrame <= 1381) ||
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(scriptIndex != 0 && curFrame >= 4 && curFrame <= 85) ||
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(scriptIndex != 0 && curFrame >= 431 && curFrame <= 490)
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) {
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extra_vis = 1;
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}
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}
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}
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// @recomp Fix a texture scroll using an incorrect tile size, which resulted in the scroll jumping during the animation.
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RECOMP_PATCH s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s32 limbIndex, Actor* thisx) {
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s32 pad;
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DemoEffect* this = (DemoEffect*)thisx;
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u32 frames = play->gameplayFrames;
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 170, 255, 255, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
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// @recomp Fix the tile size to be 64x64 for both tiles to match the actual texture size.
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx,
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0, (frames * 6) % 256, 255 - ((frames * 16) % 256), 0x40, 0x40,
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1, (frames * 4) % 256, 255 - ((frames * 12) % 256), 0x40, 0x40));
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CLOSE_DISPS(play->state.gfxCtx);
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if (limbIndex == 0) {
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s16* transform = skelCurve->jointTable[0];
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transform[2] = transform[0] = 1024;
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transform[1] = 1024;
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}
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return true;
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}
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void DayTelop_Main(GameState* thisx);
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void DayTelop_Destroy(GameState* thisx);
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void DayTelop_Noop(DayTelopState* this);
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void DayTelop_LoadGraphics(DayTelopState* this);
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// @recomp Increase the length of the "Dawn of the X Day" screen to account for faster loading.
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RECOMP_PATCH void DayTelop_Init(GameState* thisx) {
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DayTelopState* this = (DayTelopState*)thisx;
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GameState_SetFramerateDivisor(&this->state, 1);
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Matrix_Init(&this->state);
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ShrinkWindow_Destroy();
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View_Init(&this->view, this->state.gfxCtx);
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this->state.main = DayTelop_Main;
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this->state.destroy = DayTelop_Destroy;
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// @recomp Add 120 extra frames (2 seconds with a frame divisor of 1) to account for faster loading.
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this->transitionCountdown = 260;
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this->fadeInState = DAYTELOP_HOURSTEXT_OFF;
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|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|