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https://github.com/open-goal/jak-project.git
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jak3: sprite limit increase + add bsphere toggle for region faces (#3529)
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@ -897,7 +897,16 @@
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)
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(add-debug-matrix *display-sprite-marks* (bucket-id debug) (-> this origin) (meters 2))
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)
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(sphere-in-view-frustum? (the-as sphere s5-1))
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;; og:preserve-this
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;; can we see it?
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(#if (not PC_PORT)
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(sphere-in-view-frustum? (the-as sphere s5-1))
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(if (-> *pc-settings* ps2-parts?)
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;; og:preserve-this launchers have larger bsphere if you have ps2 parts off
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(sphere-in-view-frustum? (the-as sphere s5-1))
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(sphere-in-view-frustum? (the-as sphere (begin (*! (-> s5-1 w) 4.0) s5-1)))
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)
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)
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)
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)
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)
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@ -1205,6 +1214,12 @@
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(if (nonzero? (-> this matrix))
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(set! f30-0 0.0)
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)
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;; og:preserve-this if we have ps2 particles off, say we're at the camera
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(with-pc
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(if (not (-> *pc-settings* ps2-parts?))
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(set! f30-0 0.0)))
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(let ((s2-1 (-> this length)))
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(b! #t cfg-102 :delay (nop!))
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(label cfg-26)
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@ -51,6 +51,11 @@
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(arg3 pointer)
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(arg4 (inline-array adgif-shader))
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)
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;; og:preserve-this
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(#when PC_BIG_MEMORY
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(*! arg0 SPRITE_MAX_AMOUNT_MULT)
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; (*! arg1 SPRITE_MAX_AMOUNT_MULT)
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)
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(let ((gp-0 (object-new allocation type-to-make (the-as int (-> type-to-make size)))))
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(let* ((v1-3 (/ (+ arg0 63) 64))
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(a0-2 (/ (+ arg1 63) 64))
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@ -10,6 +10,8 @@
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(define-extern sprite-glow-init-engine (function dma-buffer none))
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(define-extern sprite-glow-draw (function dma-buffer none))
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(#when PC_BIG_MEMORY (defconstant SPRITE_MAX_AMOUNT_MULT 12))
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;; DECOMP BEGINS
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(deftype sprite-vec-data-2d (structure)
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@ -80,6 +80,10 @@ The glow and distort renderers will pull sprites from here."
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(defmethod new sprite-aux-list ((allocation symbol) (type-to-make type) (arg0 int))
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;; og:preserve-this
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(#when PC_BIG_MEMORY
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(*! arg0 SPRITE_MAX_AMOUNT_MULT))
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(let ((v0-0 (object-new allocation type-to-make (the-as int (+ (-> type-to-make size) (* arg0 16))))))
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(set! (-> v0-0 num-entries) arg0)
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(set! (-> v0-0 entry) 0)
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@ -335,6 +339,12 @@ The glow and distort renderers will pull sprites from here."
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(define sprite-vu1-block (new 'static 'vu-function #|:length #x37b :qlength #x1be|#))
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(defmethod new sprite-array-2d ((allocation symbol) (type-to-make type) (arg0 int) (arg1 int))
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;; og:preserve-this
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(#when PC_BIG_MEMORY
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(*! arg0 SPRITE_MAX_AMOUNT_MULT)
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; (*! arg1 SPRITE_MAX_AMOUNT_MULT)
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)
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(let* ((v1-0 (+ arg0 arg1))
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(s4-0 (* 3 v1-0))
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(a2-3 (* 5 v1-0))
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@ -351,6 +361,12 @@ The glow and distort renderers will pull sprites from here."
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)
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(defmethod new sprite-array-3d ((allocation symbol) (type-to-make type) (arg0 int) (arg1 int))
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;; og:preserve-this
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(#when PC_BIG_MEMORY
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(*! arg0 SPRITE_MAX_AMOUNT_MULT)
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; (*! arg1 SPRITE_MAX_AMOUNT_MULT)
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)
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(let* ((v1-0 (+ arg0 arg1))
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(s4-0 (* 3 v1-0))
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(a2-3 (* 5 v1-0))
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@ -242,17 +242,35 @@
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(t9-0 this arg0)
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)
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)
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(let ((s5-0 (-> this bsphere)))
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(add-debug-vector
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#t
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(bucket-id debug-no-zbuf1)
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s5-0
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(-> this data normal)
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(meters 2)
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(new 'static 'rgba :r #xff :g #xff :a #x80)
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(#cond
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(PC_PORT
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(when *debug-region-show-bsphere*
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(let ((s5-0 (-> this bsphere)))
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(add-debug-vector
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#t
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(bucket-id debug-no-zbuf1)
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s5-0
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(-> this data normal)
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(meters 2)
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(new 'static 'rgba :r #xff :g #xff :a #x80)
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)
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(add-debug-sphere #t (bucket-id debug) s5-0 (-> this bsphere w) (new 'static 'rgba :r #xff :a #x30))
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)
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)
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)
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(add-debug-sphere #t (bucket-id debug) s5-0 (-> this bsphere w) (new 'static 'rgba :r #xff :a #x30))
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)
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(#t
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(let ((s5-0 (-> this bsphere)))
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(add-debug-vector
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#t
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(bucket-id debug-no-zbuf1)
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s5-0
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(-> this data normal)
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(meters 2)
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(new 'static 'rgba :r #xff :g #xff :a #x80)
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)
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(add-debug-sphere #t (bucket-id debug) s5-0 (-> this bsphere w) (new 'static 'rgba :r #xff :a #x30))
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)
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))
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(add-debug-bound
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(bucket-id debug)
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(-> this data points)
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