Effect Firetail OK (#974)

* OK

* description

* gEffFire1DL

* format

* PR
This commit is contained in:
Derek Hensley 2022-08-07 16:18:54 -07:00 committed by GitHub
parent db844b8ee8
commit 9f6bacbb88
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
18 changed files with 145 additions and 27 deletions

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@ -1343,8 +1343,8 @@
<DList Name="gameplay_keep_DL_07D260" Offset="0x7D260" />
<DList Name="gameplay_keep_DL_07D348" Offset="0x7D348" />
<Texture Name="gameplay_keep_Tex_07D350" OutName="tex_07D350" Format="i8" Width="16" Height="32" Offset="0x7D350" />
<DList Name="gGameplayKeepDrawFlameDL" Offset="0x7D590" />
<DList Name="gameplay_keep_DL_07D650" Offset="0x7D650" />
<DList Name="gEffFire1DL" Offset="0x7D590" />
<DList Name="gEffFire2DL" Offset="0x7D650" />
<Texture Name="gGameplayKeepFlameRippleTex" OutName="gameplay_keep_flame_ripple" Format="i4" Width="32" Height="64" Offset="0x7D710" />
<Texture Name="gameplay_keep_Tex_07DB10" OutName="tex_07DB10" Format="i4" Width="32" Height="64" Offset="0x7DB10" />
<Texture Name="gGameplayKeepFlameOutlineTex" OutName="gameplay_keep_flame_outline" Format="i8" Width="32" Height="64" Offset="0x7DF10" />

3
spec
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@ -1917,8 +1917,7 @@ beginseg
name "ovl_Effect_Ss_Fire_Tail"
compress
include "build/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.o"
include "build/data/ovl_Effect_Ss_Fire_Tail/ovl_Effect_Ss_Fire_Tail.data.o"
include "build/data/ovl_Effect_Ss_Fire_Tail/ovl_Effect_Ss_Fire_Tail.reloc.o"
include "build/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/ovl_Effect_Ss_Fire_Tail_reloc.o"
endseg
beginseg

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@ -4655,7 +4655,7 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
break;

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@ -162,7 +162,8 @@ void FireObj_Draw(PlayState* play, FireObj* fire) {
Matrix_Scale(fire->xScale, fire->yScale, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(play->state.gfxCtx);
}
}

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@ -625,7 +625,7 @@ void Boss06_Draw(Actor* thisx, PlayState* play2) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
Matrix_Pop();
}

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@ -699,7 +699,7 @@ void EnBb_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->gameplayFrames * -20) & 0x1FF, 32, 128));
currentMatrixState->mf[3][1] -= 47.0f * this->flameScaleY;
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
Actor_DrawDamageEffects(play, &this->actor, this->bodyPartsPos, ARRAY_COUNT(this->bodyPartsPos),

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@ -741,7 +741,7 @@ void EnBbfall_Draw(Actor* thisx, PlayState* play2) {
currentMatrixState->mf[3][1] = pos->y;
currentMatrixState->mf[3][2] = pos->z;
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
opacity -= 35;
if (opacity < 0) {

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@ -1444,7 +1444,7 @@ void EnBigpo_DrawCircleFlames(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, &gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(play->state.gfxCtx);
@ -1471,7 +1471,7 @@ void EnBigpo_RevealedFire(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, &gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -1000,7 +1000,7 @@ void EnDno_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 20, 0x20, 0x80));
gDPSetPrimColor(&gfxXlu[2], 0x80, 0x80, 255, 255, 0, 255);
gDPSetEnvColor(&gfxXlu[3], 255, 0, 0, 0);
gSPDisplayList(&gfxXlu[4], gGameplayKeepDrawFlameDL);
gSPDisplayList(&gfxXlu[4], gEffFire1DL);
POLY_XLU_DISP = gfxXlu + 5;

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@ -1099,7 +1099,7 @@ void EnGs_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 20, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(play->state.gfxCtx);

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@ -174,7 +174,7 @@ void EnLight_Draw(Actor* thisx, PlayState* play) {
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->unk_144 * -20) & 0x1FF, 0x20, 0x80));
sp68 = gGameplayKeepDrawFlameDL;
sp68 = gEffFire1DL;
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, sp6C->unk_00.r, sp6C->unk_00.g, sp6C->unk_00.b, sp6C->unk_00.a);
gDPSetEnvColor(POLY_XLU_DISP++, sp6C->unk_04.r, sp6C->unk_04.g, sp6C->unk_04.b, 0);
} else {

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@ -1252,7 +1252,7 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
Actor_DrawDamageEffects(play, &this->actor, this->limbPos, ARRAY_COUNT(this->limbPos),

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@ -288,8 +288,10 @@ void ObjAqua_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateZS(rotation * -1, MTXMODE_APPLY);
Matrix_Scale(10.0f / 13.0f, 1.0f, 1.0f, MTXMODE_APPLY);
}
Matrix_RotateYS(yaw, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -429,7 +429,7 @@ void ObjChan_DrawFire(ObjChan* this, PlayState* play) {
gSPSegment(&dl[1], 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, -sp4C * 20, 32, 128));
gDPSetPrimColor(&dl[2], 128, 128, 255, 255, 0, 255);
gDPSetEnvColor(&dl[3], 255, 0, 0, 0);
gSPDisplayList(&dl[4], &gGameplayKeepDrawFlameDL);
gSPDisplayList(&dl[4], gEffFire1DL);
POLY_XLU_DISP = &dl[5];
CLOSE_DISPS(play->state.gfxCtx);

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@ -204,7 +204,7 @@ void ObjJgameLight_Draw(Actor* thisx, PlayState* play) {
MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -315,8 +315,9 @@ void ObjSyokudai_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(0.0f, OBJ_SYOKUDAI_FLAME_HEIGHT, 0.0f, MTXMODE_APPLY);
Matrix_RotateYS(BINANG_ROT180(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - thisx->shape.rot.y), MTXMODE_APPLY);
Matrix_Scale(flameScale, flameScale, flameScale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -1,27 +1,142 @@
/*
* File: z_eff_ss_fire_tail.c
* Overlay: ovl_Effect_Ss_Fire_Tail
* Description:
* Description: Fire (burned by something)
*/
#include "z_eff_ss_fire_tail.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define rScale regs[0]
#define rLifespan regs[1]
#define rReg2 regs[2]
#define rReg3 regs[3]
#define rPrimColorR regs[4]
#define rPrimColorG regs[5]
#define rPrimColorB regs[6]
#define rEnvColorR regs[7]
#define rEnvColorG regs[8]
#define rEnvColorB regs[9]
#define rReg10 regs[10]
#define rBodyPart regs[11]
#define rType regs[12]
#define PARAMS ((EffectSsFireTailInitParams*)initParamsx)
s32 EffectSsFireTail_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
u32 EffectSsFireTail_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void EffectSsFireTail_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsFireTail_Draw(PlayState* play, u32 index, EffectSs* this);
#if 0
const EffectSsInit Effect_Ss_Fire_Tail_InitVars = {
EFFECT_SS_FIRE_TAIL,
EffectSsFireTail_Init,
};
#endif
u32 EffectSsFireTail_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
EffectSsFireTailInitParams* initParams = PARAMS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Fire_Tail/EffectSsFireTail_Init.s")
this->pos = initParams->pos;
this->vec = initParams->unk_14;
this->velocity.x = 0.0f;
this->velocity.y = 0.0f;
this->velocity.z = 0.0f;
this->accel.x = 0.0f;
this->accel.y = 0.0f;
this->accel.z = 0.0f;
this->life = initParams->life;
this->actor = initParams->actor;
this->draw = EffectSsFireTail_Draw;
this->update = EffectSsFireTail_Update;
this->rScale = initParams->scale * 1000.0f;
this->rLifespan = initParams->life;
this->rReg2 = -10;
this->rReg3 = -15;
if (initParams->unk_20 == 0) {
initParams->unk_20 = 1;
}
this->rReg10 = initParams->unk_20;
this->rPrimColorR = initParams->primColor.r;
this->rPrimColorG = initParams->primColor.g;
this->rPrimColorB = initParams->primColor.b;
this->rEnvColorR = initParams->envColor.r;
this->rEnvColorG = initParams->envColor.g;
this->rEnvColorB = initParams->envColor.b;
this->rBodyPart = initParams->bodyPart;
this->rType = initParams->type;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Fire_Tail/EffectSsFireTail_Draw.s")
return 1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_Fire_Tail/EffectSsFireTail_Update.s")
void EffectSsFireTail_Draw(PlayState* play, u32 index, EffectSs* this) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
s32 pad;
s16 yawDiff;
Vec3f scale;
f32 temp1;
f32 temp2;
f32 dist;
OPEN_DISPS(gfxCtx);
scale.x = scale.y = scale.z = 0.0f;
if (this->actor != NULL) {
this->vec = this->actor->velocity;
if (this->rBodyPart < 0) {
Matrix_Translate(this->pos.x + this->actor->world.pos.x, this->pos.y + this->actor->world.pos.y,
this->pos.z + this->actor->world.pos.z, MTXMODE_NEW);
} else {
Player* player = GET_PLAYER(play);
s16 bodyPart = this->rBodyPart;
this->pos.x =
player->bodyPartsPos[bodyPart].x - (Math_SinS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play))) * 5.0f);
this->pos.y = player->bodyPartsPos[bodyPart].y;
this->pos.z =
player->bodyPartsPos[bodyPart].z - (Math_CosS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play))) * 5.0f);
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
}
} else {
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
}
yawDiff = Math_Vec3f_Yaw(&scale, &this->vec) - Camera_GetCamDirYaw(GET_ACTIVE_CAM(play));
temp1 = fabsf(Math_CosS(yawDiff));
temp2 = Math_SinS(yawDiff);
dist = Math_Vec3f_DistXZ(&scale, &this->vec) / (this->rReg10 * 0.1f);
Matrix_RotateYS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000, MTXMODE_APPLY);
Matrix_RotateZF(DEGF_TO_RADF(temp2 * this->rReg2 * dist), MTXMODE_APPLY);
temp2 = 1.0f - ((f32)(this->life + 1) / this->rLifespan);
temp2 = 1.0f - SQ(temp2);
scale.x = scale.y = scale.z = temp2 * (this->rScale * (0.001f * 0.01f));
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
temp1 = (this->rReg3 * 0.01f * temp1 * dist) + 1.0f;
if (temp1 < 0.1f) {
temp1 = 0.1f;
}
Matrix_Scale(1.0f, temp1, 1.0f / temp1, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_8012C2DC(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->rEnvColorR, this->rEnvColorG, this->rEnvColorB, 0);
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->state.frames * -20) & 0x1FF, 32, 128));
if (this->rType != 0) {
gSPDisplayList(POLY_XLU_DISP++, gEffFire2DL);
} else {
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
CLOSE_DISPS(gfxCtx);
}
void EffectSsFireTail_Update(PlayState* play, u32 index, EffectSs* this) {
this->rScale *= 0.9f;
}

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@ -76,7 +76,7 @@ void EffectSsKFire_Draw(PlayState* play, u32 index, EffectSs* this) {
}
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGameplayKeepDrawFlameDL);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(gfxCtx);
}