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ovl_Bg_Kin2_Picture OK and documented, object_kin2_obj documented (#1070)
* test commit * undoing test commit * making sure this is the right repo * removing test file * init for OSH bombable wall started. put back Actor* in function declarations. * BgKin2Bombwall_Init is matching. * started z_bg_kin2_bombwall destroy function. One mismatch right now. * BgKin2Bombwall_Destroy matches. * BgKin2Bombwall_Draw matches. * Fixed BgKin2Bombwall_Init * BgKin2Bombwall_Init and BgKin2Bombwall_Destroy both match. Fixed s32 array in struct. * BgKin2Bombwall_Draw and BgKin2Bombwall_Update match. * Only func_80B6E020 and func_80B6E090 left to match in ovl_Bg_Kin2_Bombwall. * func_80B6E020 from ovl_Bg_Kin2_Bombwall matches. * Went from 8925 to about 5-6k diff score for func_80B6E090 in ovl_Bg_Kin2_Bombwall * Took func_80B6E090 from about 5300 diff score to about 4300 diff score in ovl_Bg_Kin2_Bombwall. * Diff score for ovl_Bg_Kin2_Bombwall func_80B6E090 went from 4k ish to 3277 * Diff score for ovl_Bg_Kin2_Bombwall func_80B6E090 went from 3277 to 2262. * Diff score for ovl_Bg_Kin2_Bombwall func_80B6E090 went from 2262 to 1589. * only slight progress on ovl_Bg_Kinw_Bombwall's func_80B6E090 * Got to 1473 diff score on ovl_Bg_Kinw_Bombwall's func_80B6E090 * Put in the changes made by EllipticEllipsis and hensldm for ovl_Bg_Kin2_Bombwall's func_8066E090. * renamed some symbols. Fake symbol removal makes nonzero diff, but rom OK's after make. * moving declarations around, ordering. * One.word.away. from importing data in ovl_Bg_Kin2_Bombwall. * ovl_Bg_Kin2_Bombwall data imported. Matching. * Edited spec for reloc of ovl_Bg_Kin2_Bombwall. * Removed extra comments for ovl_Bg_Kin2_Bombwall. * unpushed stuff. dunno. * forgot to save z_bg_kin2_bombwall.c * need to commit before make-ing in master. * Ported z_bg_kin2_bombwall's code. Data next. * Imported data for merging z_bg_kin2_bombwall. Yes, I yelled when it OK'd. * Added comments to remember what does what in z_bg_kin2_bombwall. * Some comments in z_bg_kin2_bombwall.c and function names ideas. * Added comments for function name ideas. Cleaned up temps in z_bg_kin2_bombwall except in func_80B6E090. * Renamed most functions and some variables in z_bg_kin2_bombwall. * Made a name suggestion for func_80B6E020 after testing in game. * Ran format.sh. * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.c 1 and 0 replaced by true and false in func_80B6E020. Co-authored-by: Isghj <42048411+isghj5@users.noreply.github.com> * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.c Bending to the x-- supremacy. Co-authored-by: Isghj <42048411+isghj5@users.noreply.github.com> * PR fixes (not done yet) including more consistent use of THIS, removing arg0 and arg1 variable names, standardizing params for z_bg_kin2_bombwall, turning some if-return to if-else, removing unnecessary casts. * Applied isghj5's and EllipticEllipsis' suggestions except for the object file in z_bg_kin2_bombwall. Object file next. * Screwd up formatting. * Thinking of playing with object_kin2_obj. * Documented most of object_kin2_obj based on bombwall, fence and shelf actors. * Had forgotten an arg1 in z_bg_kin2_bombwall.c * First commit for ovl_Bg_Ikana_Mirror branch. * Started decompiling ovl_Bg_Ikana_Mirror. Setup functions and _Update done matching. * Replaced a float by its fractional representation. I need to learn float magic. * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.h Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * Applied more formatting and naming remarks from PR about the C file. Assets and object stuff next. * Display lists and collision header in z_bg_kin2_bombwall.c renamed after their descriptive names in the object's XML file. Name for Ocean Spider House drawers chests left to change. * Working on BgIkanaMirror_Destroy. Stack and registers left essentially. * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * One extra line in an if, collision naming convention applied and renamed Ocean Spider House nightstands to drawers chests. * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Changed drawers chest to chest of drawers in object_kin2_obj and z_bg_kin2_shelf. * Removed some unnecessary comment. * almost done with BgIkanaMirror_Destroy function. * Update src/overlays/actors/ovl_Bg_Kin2_Bombwall/z_bg_kin2_bombwall.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * BgIkanaMirror_Destroy OK. * Almost done with BgIkanaMirror_Init. Mostly stack stuff left. * Registers and stack left to fix for BgIkanaMirror_Init. * BgIkanaMirror_Init matching. * Ran permuter to improve BgIkanaMirror_Draw's score. * Actually not mad at permuter for BgIkanaMirror_Draw headstart. * Matched func_80B7F730 in ovl_Bg_Ikana_Mirror. Progress on its _Init done too. * func_80B7FA9C in ovl_Bg_Ikana_Mirror is matching. _Init left then documentation. * Mistake in last commit message: actually, _Draw is left for ovl_Bg_Ikana_Mirror. * Going to do some groceries, so pushing. About 2/3 across func_80B7FBA4 in ovl_Bg_Ikana_Mirror. * func_80B7FBA4 in ovl_Bg_Ikana_Mirror is matching. _Draw then data left. * Need to switch branch. * Fixed BgKin2Bombwall_SpawnEffects after the Rand_Next() type update. * Switching branch. * Learning to decomp draw functions with BgIkanaMirror_Draw. YEP * Switching branch. * Went through the first wave of graphics macros attempts for BgIkanaMirror_Draw. * Removed some temps in BgIkanaMirror_Draw. * Second pass of macro attempts for BgIkanaMirror_Draw. * Diff score for BgIkanaMirror_Draw at 1873. Getting there. * BgIkanaMirror_Draw diff score down to 854. 4 instructions off and registers to fix. * Instructions are matching for BgIkanaMirror_Draw. Registers left. * BgIkanaMirror_Draw matches. Data next. Adding some co-authors * BgIkanaMirror_Draw matches. Data next. Adding some co-authors Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Tom-Overton <hensley.derek58@gmail.com> Co-authored-by: Isghj5 <isghj5@gmail.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com> * Data imported and OK. Co-authored-by: Maide <eeeedddccc@hotmail.co.uk> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com> * Removed commented lines of unused code and useless externs. Documenting C file and object next. * Renamed fields in actor and variables in 3 functions for ovl_bg_ikana_mirror. Some conventions applied. * Renamed more variables in the struct and C file for ovl_bg_ikana_mirror. * More cleanups and naming in ovl_Bg_Ikana_Mirror. * Renamed some functions in ovl_Bg_Ikana_Mirror. More cleanups. Object documentation next once function names confirmed. * Renamed collision header, animated textures and display lists for ovl_Bg_Ikana_Mirror in ovl_Bg_Ikana_Mirror and object_ikana_obj. Some textures left to rename. * Renamed textures only used by ovl_Bg_Ikana_Mirror. Must go back through docs for conventions and styles plus an extra cleanup before PR. * Went through merging and review docs for extra cleanups. Adding co-authors for documentation. Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com> * Creating branch to merge ovl_Bg_Ikana_Mirror. * Fixed the merge from zeldaret/mm. ovl_Bg_Ikana_Mirror OK and documented. PR-ready. * Started ovl_Bg_Kin2_Picture. _Draw, _Destroy and _Update matching. Started _Init. * Switching branch. * Applied first batch of fixes from PR comments. Adding co-authors for documentation and a function rewrite. Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com> Co-authored-by: Kelebek1 <eeeedddccc@hotmail.co.uk> * Renamed the colliders in ovl_Bg_Ikana_Mirror's struct and fixed naming in object file plus spacing cleanups. * About 8 extra functions matching for ovl_Bg_Kin2_Picture. _Init and 3 other functions to match. * Only two functions left to match in ovl_Bg_Kin2_Picture. * func_80B6F098 in ovl_Bg_Kin2_Picture is matching. Adding co-authors. Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com> * ovl_Bg_Kin2_Picture OK. Documentation for the overlay and the associated object next. * Fixed reloc file in spec for ovl_Bg_Kin2_Picture. * Fixed reloc file in spec for ovl_Bg_Kin2_Picture. * Started ovl_Bg_Kin2_Picture clean up. Named extra assets in object_kin2_obj. Rewrote func_80B6EFEC. Adding documentation co-authors. Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Isghj5 <isghj5@gmail.com> * Removed some temps from functions, renamed some functions and some variables in ovl_Bg_Kin2_Picture. * More cleanups. Starting to make sense of what is happening in ovl_Bg_Kin2_Picture. * Renamed the spawn function for Gold Skulltulas and a timer variable in ovl_Bg_Kin2_Picture. * Renamed fall and shiver functions plus their respective setup functions for ovl_Bg_Kin2_Picture. Renamed some variables in the same actor. * Renamed all functions in ovl_Bg_Kin2_Picture. Need to confirm name for painting timer used for two distinct reasons. * Renamed a struct variable and rewrote some comments for ovl_Bg_Kin2_Picture. * Renamed all struct variables in ovl_Bg_Kin2_Picture except padding. * Renamed static variable, dust spawn function and a variable in the dust spawn function for ovl_Bg_Kin2_Picture. * Finished decompiling object_kin2_obj. Adding extra co-authors. Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Ready to make PR branch. * Fixed merge conflicts. OK. * Fixed object_kin2_obj.xml error. * Applied first batch of fixes from PR review to z_bg_kin2_picture.c and its corresponding header. * Fixed unused TLUT naming in object_kin2_obj.xml and added a description to the object. * Removed extra parentheses in z_bg_kin2_picture.c and renamed a macro. * First batch of fixes suggested by EllipticEllipsis for ovl_Bg_Kin2_Picture. Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Second batch of fixes suggested by EllipticEllipsis for ovl_Bg_Kin2_Picture. Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Update src/overlays/actors/ovl_Bg_Kin2_Picture/z_bg_kin2_picture.c Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> * Rewrote 0xCCC as 0x10000/20. * Renamed angle and offset variables in BgKin2Picture_SpawnDust. Co-authored-by: Isghj <42048411+isghj5@users.noreply.github.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Isghj5 <isghj5@gmail.com> Co-authored-by: mzxrules <mzxrules@gmail.com> Co-authored-by: Maide <eeeedddccc@hotmail.co.uk>
This commit is contained in:
parent
e75b0c51f5
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@ -1,33 +1,51 @@
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<Root>
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<!--
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Assets for Ocean Spider House's bombable wall, Skullkid's painting, fireplace grate on the path to the Heart
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Piece, bookshelves and chests of drawers.
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-->
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<File Name="object_kin2_obj" Segment="6">
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<DList Name="object_kin2_obj_DL_000120" Offset="0x120" />
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<DList Name="gOceanSpiderHouseEmpty1DL" Offset="0x120" />
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<DList Name="gOceanSpiderHouseBombableWallDebrisDL" Offset="0x128" />
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<DList Name="gOceanSpiderHouseBombableWallCrackDL" Offset="0x2C0" />
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<DList Name="gOceanSpiderHouseBombableWallDL" Offset="0x360" />
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<Collision Name="gOceanSpiderHouseBombableWallCol" Offset="0x490" />
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<DList Name="object_kin2_obj_DL_000650" Offset="0x650" />
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<DList Name="object_kin2_obj_DL_000658" Offset="0x658" />
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<Collision Name="object_kin2_obj_Colheader_000798" Offset="0x798" />
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<DList Name="object_kin2_obj_DL_000820" Offset="0x820" />
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<DList Name="gOceanSpiderHouseEmpty2DL" Offset="0x650" />
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<DList Name="gOceanSpiderHouseSkullkidPaintingDL" Offset="0x658" />
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<Collision Name="gOceanSpiderHouseSkullkidPaintingCol" Offset="0x798" />
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<DList Name="gOceanSpiderHouseEmpty3DL" Offset="0x820" />
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<DList Name="gOceanSpiderHouseFireplaceGrateDL" Offset="0x828" />
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<Collision Name="object_kin2_obj_Colheader_000908" Offset="0x908" />
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<DList Name="object_kin2_obj_DL_000CA0" Offset="0xCA0" />
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<Collision Name="gOceanSpiderHouseFireplaceGrateCol" Offset="0x908" />
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<DList Name="gOceanSpiderHouseEmpty4DL" Offset="0xCA0" />
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<DList Name="gOceanSpiderHouseBookshelfDL" Offset="0xCA8" />
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<Collision Name="gOceanSpiderHouseBookshelfCol" Offset="0xF80" />
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<DList Name="object_kin2_obj_DL_0010F0" Offset="0x10F0" />
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<DList Name="gOceanSpiderHouseEmpty5DL" Offset="0x10F0" />
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<DList Name="gOceanSpiderHouseChestOfDrawersDL" Offset="0x10F8" />
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<Collision Name="gOceanSpiderHouseChestOfDrawersCol" Offset="0x1328" />
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<!-- <Blob Name="object_kin2_obj_Blob_001354" Size="0x2C" Offset="0x1354" /> -->
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<Texture Name="gOceanSpiderHouseUnused1TLUT" OutName="ocean_spider_house_unused_tlut_1" Format="rgba16" Width="4" Height="4" Offset="0x1360" />
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<Texture Name="gOceanSpiderHouseTLUT" OutName="ocean_spider_house_tlut" Format="rgba16" Width="4" Height="4" Offset="0x1380" />
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<!-- <Blob Name="object_kin2_obj_Blob_0013A0" Size="0x20" Offset="0x13A0" /> -->
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<Texture Name="gOceanSpiderHouseUnused2TLUT" OutName="ocean_spider_house_unused_tlut_2" Format="rgba16" Width="4" Height="4" Offset="0x13A0" />
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<Texture Name="gOceanSpiderHouseBombableWallCrackTex" OutName="ocean_spider_house_bombable_wall_crack" Format="ia8" Width="64" Height="64" Offset="0x13C0" />
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<Texture Name="gOceanSpiderHouseBookshelfWoodTex" OutName="ocean_spider_house_bookshelf_wood" Format="rgba16" Width="32" Height="32" Offset="0x23C0" />
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<Texture Name="gOceanSpiderHouseFireplaceGrateTex" OutName="ocean_spider_house_fireplace_grate" Format="rgba16" Width="32" Height="32" Offset="0x2BC0" />
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<Texture Name="gOceanSpiderHouseSkullkidPaintingTex" OutName="ocean_spider_house_skullkid_painting" Format="ci4" Width="64" Height="64" Offset="0x33C0" />
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<Texture Name="gOceanSpiderHouseChestOfDrawersFrontTex" OutName="ocean_spider_house_chest_of_drawers_front" Format="rgba16" Width="32" Height="64" Offset="0x3BC0" />
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<Texture Name="gOceanSpiderHouseChestOfDrawersBackTex" OutName="ocean_spider_house_chest_of_drawers_back" Format="rgba16" Width="32" Height="64" Offset="0x4BC0" />
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<Texture Name="gOceanSpiderHouseChestOfDrawersTopTex" OutName="ocean_spider_house_chest_of_drawers_top" Format="rgba16" Width="32" Height="32" Offset="0x5BC0" />
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<Texture Name="gOceanSpiderHouseBookshelfBooksTex" OutName="ocean_spider_house_bookshelf_books" Format="rgba16" Width="32" Height="64" Offset="0x63C0" />
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<Texture Name="gOceanSpiderHouseBombableWallDebrisTex1" OutName="ocean_spider_house_debris_1" Format="rgba16" Width="32" Height="32" Offset="0x73C0" />
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<Texture Name="gOceanSpiderHouseBombableWallDebrisTex2" OutName="ocean_spider_house_debris_2" Format="i4" Width="64" Height="64" Offset="0x7BC0" />
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</File>
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3
spec
3
spec
@ -3945,8 +3945,7 @@ beginseg
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name "ovl_Bg_Kin2_Picture"
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compress
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include "build/src/overlays/actors/ovl_Bg_Kin2_Picture/z_bg_kin2_picture.o"
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include "build/data/ovl_Bg_Kin2_Picture/ovl_Bg_Kin2_Picture.data.o"
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include "build/data/ovl_Bg_Kin2_Picture/ovl_Bg_Kin2_Picture.reloc.o"
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include "build/src/overlays/actors/ovl_Bg_Kin2_Picture/ovl_Bg_Kin2_Picture_reloc.o"
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endseg
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beginseg
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@ -150,7 +150,7 @@ void BgKin2Fence_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, 0);
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DynaPolyActor_LoadMesh(play, &this->dyna, &object_kin2_obj_Colheader_000908);
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DynaPolyActor_LoadMesh(play, &this->dyna, &gOceanSpiderHouseFireplaceGrateCol);
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderElements);
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Matrix_SetTranslateRotateYXZ(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
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@ -5,6 +5,7 @@
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*/
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#include "z_bg_kin2_picture.h"
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#include "assets/objects/object_kin2_obj/object_kin2_obj.h"
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#define FLAGS 0x00000000
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@ -15,13 +16,17 @@ void BgKin2Picture_Destroy(Actor* thisx, PlayState* play);
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void BgKin2Picture_Update(Actor* thisx, PlayState* play);
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void BgKin2Picture_Draw(Actor* thisx, PlayState* play);
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void func_80B6F4D4(BgKin2Picture* this, PlayState* play);
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void func_80B6F5B8(BgKin2Picture* this, PlayState* play);
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void func_80B6F640(BgKin2Picture* this, PlayState* play);
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void func_80B6F72C(BgKin2Picture* this, PlayState* play);
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void func_80B6F90C(BgKin2Picture* this, PlayState* play);
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void BgKin2Picture_SetupWait(BgKin2Picture* this);
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void BgKin2Picture_Wait(BgKin2Picture* this, PlayState* play);
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void BgKin2Picture_SetupPlayCutscene(BgKin2Picture* this);
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void BgKin2Picture_PlayCutscene(BgKin2Picture* this, PlayState* play);
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void BgKin2Picture_SetupShiver(BgKin2Picture* this);
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void BgKin2Picture_Shiver(BgKin2Picture* this, PlayState* play);
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void BgKin2Picture_SetupFall(BgKin2Picture* this);
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void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play);
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void BgKin2Picture_SetupDoNothing(BgKin2Picture* this);
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void BgKin2Picture_DoNothing(BgKin2Picture* this, PlayState* play);
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#if 0
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const ActorInit Bg_Kin2_Picture_InitVars = {
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ACTOR_BG_KIN2_PICTURE,
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ACTORCAT_PROP,
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@ -34,73 +39,307 @@ const ActorInit Bg_Kin2_Picture_InitVars = {
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(ActorFunc)BgKin2Picture_Draw,
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};
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// static ColliderTrisElementInit sTrisElementsInit[2] = {
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static ColliderTrisElementInit D_80B6F990[2] = {
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static ColliderTrisElementInit sTrisElementsInit[] = {
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{
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{ ELEMTYPE_UNK4, { 0x00000000, 0x00, 0x00 }, { 0x000138B0, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
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{ { { -20.0f, 53.29999923706055f, 9.0f }, { -20.0f, 3.0f, 9.0f }, { 20.0f, 3.0f, 9.0f } } },
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{
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ELEMTYPE_UNK4,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x000138B0, 0x00, 0x00 },
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TOUCH_NONE | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { -20.0f, 53.3f, 9.0f }, { -20.0f, 3.0f, 9.0f }, { 20.0f, 3.0f, 9.0f } } },
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},
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{
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{ ELEMTYPE_UNK4, { 0x00000000, 0x00, 0x00 }, { 0x000138B0, 0x00, 0x00 }, TOUCH_NONE | TOUCH_SFX_NORMAL, BUMP_ON, OCELEM_NONE, },
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{ { { -20.0f, 53.29999923706055f, 9.0f }, { 20.0f, 3.0f, 9.0f }, { 20.0f, 53.29999923706055f, 9.0f } } },
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{
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ELEMTYPE_UNK4,
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{ 0x00000000, 0x00, 0x00 },
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{ 0x000138B0, 0x00, 0x00 },
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TOUCH_NONE | TOUCH_SFX_NORMAL,
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BUMP_ON,
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OCELEM_NONE,
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},
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{ { { -20.0f, 53.3f, 9.0f }, { 20.0f, 3.0f, 9.0f }, { 20.0f, 53.3f, 9.0f } } },
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},
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};
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// static ColliderTrisInit sTrisInit = {
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static ColliderTrisInit D_80B6FA08 = {
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{ COLTYPE_NONE, AT_NONE, AC_ON | AC_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_TRIS, },
|
||||
ARRAY_COUNT(sTrisElementsInit), D_80B6F990, // sTrisElementsInit,
|
||||
static ColliderTrisInit sTrisInit = {
|
||||
{
|
||||
COLTYPE_NONE,
|
||||
AT_NONE,
|
||||
AC_ON | AC_TYPE_PLAYER,
|
||||
OC1_NONE,
|
||||
OC2_NONE,
|
||||
COLSHAPE_TRIS,
|
||||
},
|
||||
ARRAY_COUNT(sTrisElementsInit),
|
||||
sTrisElementsInit,
|
||||
};
|
||||
|
||||
// static InitChainEntry sInitChain[] = {
|
||||
static InitChainEntry D_80B6FA24[] = {
|
||||
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32_DIV1000(terminalVelocity, -20000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_CONTINUE),
|
||||
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
|
||||
static Vec3f sDustBasePos = { 0.0f, 23.0f, 0.0f };
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(terminalVelocity, -20000, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE),
|
||||
ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
#endif
|
||||
s32 BgKin2Picture_IsSkulltulaCollected(PlayState* play, s32 skulltulaParams) {
|
||||
s32 flag = -1;
|
||||
|
||||
extern ColliderTrisElementInit D_80B6F990[2];
|
||||
extern ColliderTrisInit D_80B6FA08;
|
||||
extern InitChainEntry D_80B6FA24[];
|
||||
if ((u8)skulltulaParams & 3) {
|
||||
flag = BG_KIN2_PICTURE_GET_3FC(skulltulaParams);
|
||||
}
|
||||
|
||||
extern UNK_TYPE D_06000658;
|
||||
extern UNK_TYPE D_06000798;
|
||||
return (flag >= 0) && Flags_GetTreasure(play, flag);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6EFA0.s")
|
||||
void BgKin2Picture_SpawnSkulltula(BgKin2Picture* this, PlayState* play2) {
|
||||
PlayState* play = play2;
|
||||
s32 skulltulaSpawnParams;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6EFEC.s")
|
||||
if (!BG_KIN2_PICTURE_SKULLTULA_COLLECTED(&this->dyna.actor)) { // Gold Skulltula is still here.
|
||||
skulltulaSpawnParams = BG_KIN2_PICTURE_SKULLTULA_SPAWN_PARAM(&this->dyna.actor);
|
||||
if (!BgKin2Picture_IsSkulltulaCollected(play, skulltulaSpawnParams) &&
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_SW, this->dyna.actor.home.pos.x,
|
||||
this->dyna.actor.home.pos.y + 23.0f, this->dyna.actor.home.pos.z, 0,
|
||||
this->dyna.actor.home.rot.y, 0, skulltulaSpawnParams)) {
|
||||
play_sound(NA_SE_SY_TRE_BOX_APPEAR);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F098.s")
|
||||
#define DUST_COUNT 20
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/BgKin2Picture_Init.s")
|
||||
void BgKin2Picture_SpawnDust(BgKin2Picture* this, PlayState* play) {
|
||||
f32 offset;
|
||||
Vec3f basePos;
|
||||
Vec3f pos;
|
||||
Vec3f velocity;
|
||||
Vec3f accel;
|
||||
s32 angle;
|
||||
s32 scale;
|
||||
s16 scaleStep;
|
||||
s32 baseAngle;
|
||||
s32 i;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/BgKin2Picture_Destroy.s")
|
||||
Matrix_SetTranslateRotateYXZ(this->dyna.actor.world.pos.x,
|
||||
this->dyna.actor.world.pos.y +
|
||||
(this->dyna.actor.shape.yOffset * this->dyna.actor.scale.y),
|
||||
this->dyna.actor.world.pos.z, &this->dyna.actor.shape.rot);
|
||||
Matrix_MultVec3f(&sDustBasePos, &basePos);
|
||||
pos.y = basePos.y - 7.0f;
|
||||
velocity.y = 0.0f;
|
||||
accel.y = 0.2f;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F4C0.s")
|
||||
for (i = 0, baseAngle = 0; i < DUST_COUNT; i++, baseAngle += (0x10000 / DUST_COUNT)) {
|
||||
angle = (s32)(Rand_ZeroOne() * (0x10000 / DUST_COUNT)) + baseAngle;
|
||||
offset = (Rand_ZeroOne() * 14.0f) + 4.0f;
|
||||
pos.x = Math_SinS(angle) * offset;
|
||||
pos.z = Math_CosS(angle) * offset;
|
||||
velocity.x = (Rand_ZeroOne() - 0.5f) + (pos.x * (1.0f / 6.0f));
|
||||
velocity.z = (Rand_ZeroOne() - 0.5f) + (pos.z * (1.0f / 6.0f));
|
||||
pos.x += basePos.x;
|
||||
pos.z += basePos.z;
|
||||
accel.x = velocity.x * -0.09f;
|
||||
accel.z = velocity.z * -0.09f;
|
||||
scale = (s32)(Rand_ZeroOne() * 10.0f) + 10;
|
||||
scaleStep = (s32)(Rand_ZeroOne() * 10.0f) + 15;
|
||||
func_800B1210(play, &pos, &velocity, &accel, scale, scaleStep);
|
||||
}
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F4D4.s")
|
||||
void BgKin2Picture_Init(Actor* thisx, PlayState* play) {
|
||||
s32 pad;
|
||||
BgKin2Picture* this = THIS;
|
||||
s32 skulltulaParams;
|
||||
Vec3f vertices[3];
|
||||
s32 i;
|
||||
s32 j;
|
||||
ColliderTrisElementInit* element;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F5A4.s")
|
||||
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
|
||||
DynaPolyActor_Init(&this->dyna, 0);
|
||||
DynaPolyActor_LoadMesh(play, &this->dyna, &gOceanSpiderHouseSkullkidPaintingCol);
|
||||
func_800C62BC(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
Collider_InitTris(play, &this->colliderTris);
|
||||
Collider_SetTris(play, &this->colliderTris, &this->dyna.actor, &sTrisInit, this->colliderElement);
|
||||
Matrix_SetTranslateRotateYXZ(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
|
||||
this->dyna.actor.world.pos.z, &this->dyna.actor.shape.rot);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F5B8.s")
|
||||
for (i = 0; i < ARRAY_COUNT(sTrisElementsInit); i++) {
|
||||
for (j = 0; j < ARRAY_COUNT(vertices); j++) {
|
||||
element = &sTrisInit.elements[i];
|
||||
Matrix_MultVec3f(&element->dim.vtx[j], &vertices[j]);
|
||||
}
|
||||
Collider_SetTrisVertices(&this->colliderTris, i, &vertices[0], &vertices[1], &vertices[2]);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F61C.s")
|
||||
Actor_SetFocus(&this->dyna.actor, 23.0f);
|
||||
skulltulaParams = BG_KIN2_PICTURE_SKULLTULA_SPAWN_PARAM(&this->dyna.actor);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F640.s")
|
||||
if (BG_KIN2_PICTURE_SKULLTULA_COLLECTED(&this->dyna.actor) ||
|
||||
BgKin2Picture_IsSkulltulaCollected(play, skulltulaParams)) {
|
||||
this->skulltulaNoiseTimer = -1;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F708.s")
|
||||
BgKin2Picture_SetupWait(this);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F72C.s")
|
||||
void BgKin2Picture_Destroy(Actor* thisx, PlayState* play) {
|
||||
BgKin2Picture* this = THIS;
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F8F8.s")
|
||||
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
Collider_DestroyTris(play, &this->colliderTris);
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/func_80B6F90C.s")
|
||||
void BgKin2Picture_SetupWait(BgKin2Picture* this) {
|
||||
this->actionFunc = BgKin2Picture_Wait;
|
||||
}
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/BgKin2Picture_Update.s")
|
||||
void BgKin2Picture_Wait(BgKin2Picture* this, PlayState* play) {
|
||||
// hit by projectile
|
||||
if (this->colliderTris.base.acFlags & AC_HIT) {
|
||||
this->colliderTris.base.acFlags &= ~AC_HIT;
|
||||
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
|
||||
BgKin2Picture_SetupPlayCutscene(this);
|
||||
} else { // Gold Skulltula can be heard behind Skullkid's painting.
|
||||
if (this->skulltulaNoiseTimer >= 0) {
|
||||
if (this->skulltulaNoiseTimer == 0) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_STALGOLD_ROLL);
|
||||
|
||||
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Bg_Kin2_Picture/BgKin2Picture_Draw.s")
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
this->skulltulaNoiseTimer = Rand_S16Offset(40, 80);
|
||||
} else {
|
||||
this->skulltulaNoiseTimer = 8;
|
||||
}
|
||||
} else {
|
||||
this->skulltulaNoiseTimer--;
|
||||
}
|
||||
}
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliderTris.base);
|
||||
}
|
||||
}
|
||||
|
||||
void BgKin2Picture_SetupPlayCutscene(BgKin2Picture* this) {
|
||||
this->actionFunc = BgKin2Picture_PlayCutscene;
|
||||
}
|
||||
|
||||
void BgKin2Picture_PlayCutscene(BgKin2Picture* this, PlayState* play) {
|
||||
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
|
||||
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
|
||||
this->cutsceneStarted = true;
|
||||
BgKin2Picture_SetupShiver(this);
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
|
||||
}
|
||||
}
|
||||
|
||||
void BgKin2Picture_SetupShiver(BgKin2Picture* this) {
|
||||
this->paintingTimer = 13;
|
||||
this->xOffsetAngle = 0;
|
||||
this->yOffsetAngle = 0;
|
||||
this->actionFunc = BgKin2Picture_Shiver;
|
||||
}
|
||||
|
||||
void BgKin2Picture_Shiver(BgKin2Picture* this, PlayState* play) {
|
||||
s32 pad;
|
||||
Vec3f basePosOffset;
|
||||
Vec3f posOffset;
|
||||
|
||||
this->paintingTimer--;
|
||||
if (this->paintingTimer <= 0) {
|
||||
Math_Vec3f_Copy(&this->dyna.actor.world.pos, &this->dyna.actor.home.pos);
|
||||
BgKin2Picture_SetupFall(this);
|
||||
} else {
|
||||
this->xOffsetAngle += 0x7BAC;
|
||||
this->yOffsetAngle += 0x4E20;
|
||||
basePosOffset.x = Math_CosS(this->xOffsetAngle);
|
||||
basePosOffset.y = Math_CosS(this->yOffsetAngle) * 0.2f;
|
||||
basePosOffset.z = 0.0f;
|
||||
Matrix_RotateYS(this->dyna.actor.shape.rot.y, MTXMODE_NEW);
|
||||
Matrix_MultVec3f(&basePosOffset, &posOffset);
|
||||
Math_Vec3f_Sum(&this->dyna.actor.home.pos, &posOffset, &this->dyna.actor.world.pos);
|
||||
}
|
||||
}
|
||||
|
||||
void BgKin2Picture_SetupFall(BgKin2Picture* this) {
|
||||
this->landTimer = 0;
|
||||
this->step = 0;
|
||||
this->paintingTimer = 4;
|
||||
this->actionFunc = BgKin2Picture_Fall;
|
||||
}
|
||||
|
||||
void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play) {
|
||||
if (this->paintingTimer > 0) {
|
||||
this->paintingTimer--;
|
||||
|
||||
if (this->paintingTimer == 0) {
|
||||
BgKin2Picture_SpawnSkulltula(this, play);
|
||||
}
|
||||
}
|
||||
|
||||
Actor_MoveWithGravity(&this->dyna.actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
|
||||
if (this->dyna.actor.bgCheckFlags & 1) {
|
||||
Math_StepToS(&this->step, 0x7D0, 0x78);
|
||||
|
||||
if (this->landTimer < 3) {
|
||||
this->landTimer++;
|
||||
|
||||
if (this->dyna.actor.velocity.y <= 0.01f) {
|
||||
this->dyna.actor.velocity.y *= -0.7f;
|
||||
|
||||
if (this->dyna.actor.velocity.y > 6.0f) {
|
||||
this->dyna.actor.velocity.y = 6.0f;
|
||||
}
|
||||
|
||||
if (this->landTimer < 3) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SMALL_WOODPLATE_BOUND_0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Actor_SetFocus(&this->dyna.actor, 23.0f);
|
||||
|
||||
if (!this->hasSpawnedDust && (this->dyna.actor.shape.rot.x > 0x3300)) {
|
||||
BgKin2Picture_SpawnDust(this, play);
|
||||
this->hasSpawnedDust = true;
|
||||
}
|
||||
|
||||
if (Math_ScaledStepToS(&this->dyna.actor.shape.rot.x, 0x4000, this->step)) { // facing the floor
|
||||
this->dyna.actor.shape.yOffset = 40.0f;
|
||||
|
||||
if (this->cutsceneStarted) {
|
||||
ActorCutscene_Stop(this->dyna.actor.cutscene);
|
||||
}
|
||||
|
||||
func_800C6314(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WOODPLATE_BROKEN);
|
||||
BgKin2Picture_SetupDoNothing(this);
|
||||
} else {
|
||||
this->dyna.actor.shape.yOffset = Math_SinS(this->dyna.actor.shape.rot.x) * 40.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void BgKin2Picture_SetupDoNothing(BgKin2Picture* this) {
|
||||
this->actionFunc = BgKin2Picture_DoNothing;
|
||||
}
|
||||
|
||||
void BgKin2Picture_DoNothing(BgKin2Picture* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void BgKin2Picture_Update(Actor* thisx, PlayState* play) {
|
||||
BgKin2Picture* this = THIS;
|
||||
|
||||
this->actionFunc(this, play);
|
||||
}
|
||||
|
||||
void BgKin2Picture_Draw(Actor* thisx, PlayState* play) {
|
||||
BgKin2Picture* this = THIS;
|
||||
|
||||
Gfx_DrawDListOpa(play, gOceanSpiderHouseSkullkidPaintingDL);
|
||||
}
|
||||
|
@ -3,17 +3,27 @@
|
||||
|
||||
#include "global.h"
|
||||
|
||||
#define BG_KIN2_PICTURE_SKULLTULA_COLLECTED(thisx) (((thisx)->params >> 5) & 1)
|
||||
#define BG_KIN2_PICTURE_GET_3FC(thisx) ((u8)(((thisx & 0x3FC)) >> 2))
|
||||
#define BG_KIN2_PICTURE_SKULLTULA_SPAWN_PARAM(thisx) ((((thisx)->params & 0x1F) << 2) | 0xFF03)
|
||||
|
||||
struct BgKin2Picture;
|
||||
|
||||
typedef void (*BgKin2PictureActionFunc)(struct BgKin2Picture*, PlayState*);
|
||||
|
||||
typedef struct BgKin2Picture {
|
||||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ char unk_144[0xF0];
|
||||
/* 0x000 */ DynaPolyActor dyna;
|
||||
/* 0x15C */ ColliderTris colliderTris;
|
||||
/* 0x17C */ ColliderTrisElement colliderElement[2];
|
||||
/* 0x234 */ BgKin2PictureActionFunc actionFunc;
|
||||
/* 0x238 */ char unk_238[0xC];
|
||||
/* 0x238 */ s16 step;
|
||||
/* 0x23A */ s8 paintingTimer; // Used for when painting is shaking and for timing Gold Skulltula spawn.
|
||||
/* 0x23B */ s8 landTimer;
|
||||
/* 0x23C */ s16 xOffsetAngle;
|
||||
/* 0x23E */ s16 yOffsetAngle;
|
||||
/* 0x240 */ s8 cutsceneStarted;
|
||||
/* 0x241 */ s8 hasSpawnedDust;
|
||||
/* 0x242 */ s8 skulltulaNoiseTimer;
|
||||
} BgKin2Picture; // size = 0x244
|
||||
|
||||
extern const ActorInit Bg_Kin2_Picture_InitVars;
|
||||
|
||||
#endif // Z_BG_KIN2_PICTURE_H
|
||||
|
@ -14322,21 +14322,21 @@
|
||||
0x80B6ED58:("BgKin2Fence_DoNothing",),
|
||||
0x80B6ED68:("BgKin2Fence_Update",),
|
||||
0x80B6ED8C:("BgKin2Fence_Draw",),
|
||||
0x80B6EFA0:("func_80B6EFA0",),
|
||||
0x80B6EFEC:("func_80B6EFEC",),
|
||||
0x80B6F098:("func_80B6F098",),
|
||||
0x80B6EFA0:("BgKin2Picture_IsSkulltulaCollected",),
|
||||
0x80B6EFEC:("BgKin2Picture_SpawnSkulltula",),
|
||||
0x80B6F098:("BgKin2Picture_SpawnDust",),
|
||||
0x80B6F2DC:("BgKin2Picture_Init",),
|
||||
0x80B6F478:("BgKin2Picture_Destroy",),
|
||||
0x80B6F4C0:("func_80B6F4C0",),
|
||||
0x80B6F4D4:("func_80B6F4D4",),
|
||||
0x80B6F5A4:("func_80B6F5A4",),
|
||||
0x80B6F5B8:("func_80B6F5B8",),
|
||||
0x80B6F61C:("func_80B6F61C",),
|
||||
0x80B6F640:("func_80B6F640",),
|
||||
0x80B6F708:("func_80B6F708",),
|
||||
0x80B6F72C:("func_80B6F72C",),
|
||||
0x80B6F8F8:("func_80B6F8F8",),
|
||||
0x80B6F90C:("func_80B6F90C",),
|
||||
0x80B6F4C0:("BgKin2Picture_SetupWait",),
|
||||
0x80B6F4D4:("BgKin2Picture_Wait",),
|
||||
0x80B6F5A4:("BgKin2Picture_SetupPlayCutscene",),
|
||||
0x80B6F5B8:("BgKin2Picture_PlayCutscene",),
|
||||
0x80B6F61C:("BgKin2Picture_SetupShiver",),
|
||||
0x80B6F640:("BgKin2Picture_Shiver",),
|
||||
0x80B6F708:("BgKin2Picture_SetupFall",),
|
||||
0x80B6F72C:("BgKin2Picture_Fall",),
|
||||
0x80B6F8F8:("BgKin2Picture_SetupDoNothing",),
|
||||
0x80B6F90C:("BgKin2Picture_DoNothing",),
|
||||
0x80B6F91C:("BgKin2Picture_Update",),
|
||||
0x80B6F940:("BgKin2Picture_Draw",),
|
||||
0x80B6FB30:("func_80B6FB30",),
|
||||
|
Loading…
Reference in New Issue
Block a user