Fix various small gfx issues (#1313)

* Fix various small gfx issues

* Use 0xFFFF instead of -1 for max prim depth

* More fixed point numbers

* scale -> texCoordScale, better cycle 2 render mode in z_title

* GFXP_CHAR_* defines renamed to SPACING

* Fix some gDPLoadMultiBlock uses
This commit is contained in:
Tharo 2022-07-30 22:49:10 +01:00 committed by GitHub
parent afbc312024
commit 455321d2e8
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
111 changed files with 695 additions and 604 deletions

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@ -1486,6 +1486,9 @@ typedef struct {
/* 0x14 */ char unk_14[0x1C]; // unused
} GfxPrint; // size = 0x30
#define GFX_CHAR_X_SPACING 8
#define GFX_CHAR_Y_SPACING 8
#define GFXP_UNUSED "\x8E"
#define GFXP_UNUSED_CHAR 0x8E
#define GFXP_HIRAGANA "\x8D"

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@ -259,7 +259,7 @@ void func_800C1FA4(PreRender* this, Gfx** gfxp) {
gDPPipeSync(gfx++);
gDPSetBlendColor(gfx++, 255, 255, 255, 8);
gDPSetPrimDepth(gfx++, -1, -1);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,

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@ -68,7 +68,7 @@ void func_800ACE98(struct_801664F0* this, Gfx** gfxp) {
Gfx* gfx = *gfxp;
gDPPipeSync(gfx++);
gDPSetPrimDepth(gfx++, -1, -1);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
if (this->setScissor == true) {
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);

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@ -50,8 +50,8 @@ void func_800AD958(struct_80166500* this, Gfx** gfxp) {
gDPLoadTextureBlock(gfx++, tex, fmt, G_IM_SIZ_16b, SCREEN_WIDTH, height, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, 0, (y) << 2, (SCREEN_WIDTH << 2), (y + height) << 2, G_TX_RENDERTILE, 0, 0,
(1 << 10), (1 << 10));
gSPTextureRectangle(gfx++, 0, y << 2, SCREEN_WIDTH << 2, (y + height) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
1 << 10);
tex += SCREEN_WIDTH * height;
}

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@ -142,12 +142,12 @@ void GfxPrint_Setup(GfxPrint* this) {
gDPSetCombineMode(this->dList++, G_CC_DECALRGBA, G_CC_DECALRGBA);
gDPLoadTextureBlock_4b(this->dList++, sGfxPrintFontData, G_IM_FMT_CI, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTLUT(this->dList++, 64, 256, sGfxPrintFontTLUT);
gDPLoadTLUT(this->dList++, 64, 0x100, sGfxPrintFontTLUT);
for (i = 1; i < 4; i++) {
gDPSetTile(this->dList++, G_IM_FMT_CI, G_IM_SIZ_4b, 1, 0, i * 2, i, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOLOD);
gDPSetTileSize(this->dList++, i * 2, 0, 0, 60, 1020);
gDPSetTileSize(this->dList++, i * 2, 0, 0, 15 << 2, 255 << 2);
}
gDPSetColor(this->dList++, G_SETPRIMCOLOR, this->color.rgba);
@ -155,12 +155,12 @@ void GfxPrint_Setup(GfxPrint* this) {
gDPLoadMultiTile_4b(this->dList++, sGfxPrintRainbowData, 0, 1, G_IM_FMT_CI, 2, 8, 0, 0, 1, 7, 4,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 1, 3, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTLUT(this->dList++, 16, 320, sGfxPrintRainbowTLUT);
gDPLoadTLUT(this->dList++, 16, 0x140, sGfxPrintRainbowTLUT);
for (i = 1; i < 4; i++) {
gDPSetTile(this->dList++, G_IM_FMT_CI, G_IM_SIZ_4b, 1, 0, i * 2 + 1, 4, G_TX_NOMIRROR | G_TX_WRAP, 3,
G_TX_NOLOD, G_TX_NOMIRROR | G_TX_WRAP, 1, G_TX_NOLOD);
gDPSetTileSize(this->dList++, i * 2 + 1, 0, 0, 4, 28);
gDPSetTileSize(this->dList++, i * 2 + 1, 0, 0, 1 << 2, 7 << 2);
}
}
@ -174,17 +174,17 @@ void GfxPrint_SetColor(GfxPrint* this, u32 r, u32 g, u32 b, u32 a) {
}
void GfxPrint_SetPosPx(GfxPrint* this, s32 x, s32 y) {
this->posX = this->baseX + (x * 4);
this->posY = this->baseY + (y * 4);
this->posX = this->baseX + (x << 2);
this->posY = this->baseY + (y << 2);
}
void GfxPrint_SetPos(GfxPrint* this, s32 x, s32 y) {
GfxPrint_SetPosPx(this, x * 8, y * 8);
GfxPrint_SetPosPx(this, x * GFX_CHAR_X_SPACING, y * GFX_CHAR_Y_SPACING);
}
void GfxPrint_SetBasePosPx(GfxPrint* this, s32 x, s32 y) {
this->baseX = x * 4;
this->baseY = y * 4;
this->baseX = x << 2;
this->baseY = y << 2;
}
void GfxPrint_PrintCharImpl(GfxPrint* this, u8 c) {
@ -197,7 +197,7 @@ void GfxPrint_PrintCharImpl(GfxPrint* this, u8 c) {
if (this->flags & GFXP_FLAG_RAINBOW) {
gDPSetTextureLUT(this->dList++, G_TT_RGBA16);
gDPSetCycleType(this->dList++, G_CYC_2CYCLE);
gDPSetRenderMode(this->dList++, G_RM_OPA_CI, G_RM_XLU_SURF2);
gDPSetRenderMode(this->dList++, G_RM_PASS, G_RM_XLU_SURF2);
gDPSetCombineMode(this->dList++, G_CC_INTERFERENCE, G_CC_PASS2);
} else {
gDPSetTextureLUT(this->dList++, G_TT_IA16);
@ -223,21 +223,21 @@ void GfxPrint_PrintCharImpl(GfxPrint* this, u8 c) {
}
if (this->flags & GFXP_FLAG_ENLARGE) {
gSPTextureRectangle(this->dList++, (this->posX) << 1, (this->posY) << 1, (this->posX + 32) << 1,
gSPTextureRectangle(this->dList++, this->posX << 1, this->posY << 1, (this->posX + 32) << 1,
(this->posY + 32) << 1, tile, (u16)(c & 4) * 64, (u16)(c >> 3) * 256, 1 << 9, 1 << 9);
} else {
gSPTextureRectangle(this->dList++, this->posX, this->posY, this->posX + 32, this->posY + 32, tile,
(u16)(c & 4) * 64, (u16)(c >> 3) * 256, 1 << 10, 1 << 10);
}
this->posX += 32;
this->posX += GFX_CHAR_X_SPACING << 2;
}
void GfxPrint_PrintChar(GfxPrint* this, u8 c) {
u8 charParam = c;
if (c == ' ') {
this->posX += 32;
this->posX += GFX_CHAR_X_SPACING << 2;
} else if (c > ' ' && c < 0x7F) {
GfxPrint_PrintCharImpl(this, charParam);
} else if (c >= 0xA0 && c < 0xE0) {
@ -254,7 +254,7 @@ void GfxPrint_PrintChar(GfxPrint* this, u8 c) {
case '\0':
break;
case '\n':
this->posY += 32;
this->posY += GFX_CHAR_Y_SPACING << 2;
FALLTHROUGH;
case '\r':
this->posX = this->baseX;

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@ -22,11 +22,11 @@ SpeedMeterTimeEntry sSpeedMeterTimeEntryArray[] = {
{ &D_8016A540, 0, 8, GPACK_RGBA5551(0, 255, 0, 1) }, { &D_8016A548, 0, 10, GPACK_RGBA5551(255, 0, 255, 1) },
};
#define DrawRec(gfx, color, ulx, uly, lrx, lry) \
#define gDrawRect(gfx, color, ulx, uly, lrx, lry) \
gDPPipeSync(gfx); \
gDPSetFillColor(gfx, ((color) << 16) | (color)); \
gDPFillRectangle(gfx, (ulx), (uly), (lrx), (lry)); \
gDPPipeSync(gfx);
gDPPipeSync(gfx)
void SpeedMeter_InitImpl(SpeedMeter* this, u32 arg1, u32 y) {
LogUtils_CheckNullPointer("this", this, "../speed_meter.c", 181);
@ -83,15 +83,15 @@ void SpeedMeter_DrawTimeEntries(SpeedMeter* this, GraphicsContext* gfxCtx) {
G_TD_CLAMP | G_TP_NONE | G_CYC_FILL | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
DrawRec(gfx++, GPACK_RGBA5551(0, 0, 255, 1), baseX + 64 * 0, uly, baseX + 64 * 1, lry);
DrawRec(gfx++, GPACK_RGBA5551(0, 255, 0, 1), baseX + 64 * 1, uly, baseX + 64 * 2, lry);
DrawRec(gfx++, GPACK_RGBA5551(255, 0, 0, 1), baseX + 64 * 2, uly, baseX + 64 * 3, lry);
DrawRec(gfx++, GPACK_RGBA5551(255, 0, 255, 1), baseX + 64 * 3, uly, baseX + 64 * 4, lry);
gDrawRect(gfx++, GPACK_RGBA5551(0, 0, 255, 1), baseX + 64 * 0, uly, baseX + 64 * 1, lry);
gDrawRect(gfx++, GPACK_RGBA5551(0, 255, 0, 1), baseX + 64 * 1, uly, baseX + 64 * 2, lry);
gDrawRect(gfx++, GPACK_RGBA5551(255, 0, 0, 1), baseX + 64 * 2, uly, baseX + 64 * 3, lry);
gDrawRect(gfx++, GPACK_RGBA5551(255, 0, 255, 1), baseX + 64 * 3, uly, baseX + 64 * 4, lry);
sSpeedMeterTimeEntryPtr = &sSpeedMeterTimeEntryArray[0];
for (i = 0; i < ARRAY_COUNT(sSpeedMeterTimeEntryArray); i++) {
DrawRec(gfx++, sSpeedMeterTimeEntryPtr->color, baseX, lry + sSpeedMeterTimeEntryPtr->y,
sSpeedMeterTimeEntryPtr->x, lry + sSpeedMeterTimeEntryPtr->y + 1);
gDrawRect(gfx++, sSpeedMeterTimeEntryPtr->color, baseX, lry + sSpeedMeterTimeEntryPtr->y,
sSpeedMeterTimeEntryPtr->x, lry + sSpeedMeterTimeEntryPtr->y + 1);
sSpeedMeterTimeEntryPtr++;
}
gDPPipeSync(gfx++);
@ -140,8 +140,8 @@ void SpeedMeter_DrawAllocEntry(SpeedMeterAllocEntry* this, GraphicsContext* gfxC
G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2);
usedOff = ((this->lrx - this->ulx) * this->val) / this->maxval + this->ulx;
DrawRec(gfx++, this->backColor, usedOff, this->uly, this->lrx, this->lry);
DrawRec(gfx++, this->foreColor, this->ulx, this->uly, usedOff, this->lry);
gDrawRect(gfx++, this->backColor, usedOff, this->uly, this->lrx, this->lry);
gDrawRect(gfx++, this->foreColor, this->ulx, this->uly, usedOff, this->lry);
gDPPipeSync(gfx++);

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@ -1321,11 +1321,10 @@ Gfx* func_8002E830(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext*
View_ErrorCheckEyePosition(correctedEyeX, eye->y, eye->z);
guLookAtHilite(&D_8015BBA8, lookAt, *hilite, correctedEyeX, eye->y, eye->z, object->x, object->y, object->z, 0.0f,
1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 0x10,
0x10);
1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 16, 16);
gSPLookAt(gfx++, lookAt);
gDPSetHilite1Tile(gfx++, 1, *hilite, 0x10, 0x10);
gDPSetHilite1Tile(gfx++, 1, *hilite, 16, 16);
return gfx;
}
@ -1377,7 +1376,7 @@ void func_8002EBCC(Actor* actor, PlayState* play, s32 flag) {
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 4384);
gDPSetHilite1Tile(displayListHead++, 1, hilite, 0x10, 0x10);
gDPSetHilite1Tile(displayListHead++, 1, hilite, 16, 16);
gSPEndDisplayList(displayListHead);
gSPSegment(POLY_OPA_DISP++, 0x07, displayList);
@ -1403,7 +1402,7 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag) {
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 4429);
gDPSetHilite1Tile(displayListHead++, 1, hilite, 0x10, 0x10);
gDPSetHilite1Tile(displayListHead++, 1, hilite, 16, 16);
gSPEndDisplayList(displayListHead);
gSPSegment(POLY_XLU_DISP++, 0x07, displayList);

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@ -414,8 +414,9 @@ void GetItem_DrawBlueFire(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 0), 0 * (play->state.frames * 0), 16,
32, 1, 1 * (play->state.frames * 1), 1 * -(play->state.frames * 8), 16, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
0 * (play->state.frames * 0), 16, 32, 1, 1 * (play->state.frames * 1),
1 * -(play->state.frames * 8), 16, 32));
Matrix_Push();
Matrix_Translate(-8.0f, -2.0f, 0.0f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
@ -439,8 +440,9 @@ void GetItem_DrawPoes(PlayState* play, s16 drawId) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 641), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 0), 0 * (play->state.frames * 0), 16,
32, 1, 1 * (play->state.frames * 1), 1 * -(play->state.frames * 6), 16, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
0 * (play->state.frames * 0), 16, 32, 1, 1 * (play->state.frames * 1),
1 * -(play->state.frames * 6), 16, 32));
Matrix_Push();
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 656), G_MTX_MODELVIEW | G_MTX_LOAD);
@ -464,8 +466,9 @@ void GetItem_DrawFairy(PlayState* play, s16 drawId) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 683), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 0), 0 * (play->state.frames * 0), 32,
32, 1, 1 * (play->state.frames * 1), 1 * -(play->state.frames * 6), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
0 * (play->state.frames * 0), 32, 32, 1, 1 * (play->state.frames * 1),
1 * -(play->state.frames * 6), 32, 32));
Matrix_Push();
Matrix_ReplaceRotation(&play->billboardMtxF);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 698), G_MTX_MODELVIEW | G_MTX_LOAD);
@ -482,7 +485,7 @@ void GetItem_DrawMirrorShield(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 0) % 256,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0) % 256,
1 * (play->state.frames * 2) % 256, 64, 64, 1, 0 * (play->state.frames * 0) % 128,
1 * (play->state.frames * 1) % 128, 32, 32));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 723), G_MTX_MODELVIEW | G_MTX_LOAD);
@ -506,8 +509,9 @@ void GetItem_DrawSkullToken(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 0), 1 * -(play->state.frames * 5), 32,
32, 1, 0 * (play->state.frames * 0), 0 * (play->state.frames * 0), 32, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
1 * -(play->state.frames * 5), 32, 32, 1, 0 * (play->state.frames * 0),
0 * (play->state.frames * 0), 32, 64));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 760), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
@ -550,8 +554,9 @@ void GetItem_DrawPotion(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -1 * (play->state.frames * 1), 1 * (play->state.frames * 1), 32,
32, 1, -1 * (play->state.frames * 1), 1 * (play->state.frames * 1), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -1 * (play->state.frames * 1),
1 * (play->state.frames * 1), 32, 32, 1, -1 * (play->state.frames * 1),
1 * (play->state.frames * 1), 32, 32));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 845), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
@ -573,8 +578,9 @@ void GetItem_DrawGoronSword(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 1 * (play->state.frames * 1), 0 * (play->state.frames * 1), 32,
32, 1, 0 * (play->state.frames * 1), 0 * (play->state.frames * 1), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 1),
0 * (play->state.frames * 1), 32, 32, 1, 0 * (play->state.frames * 1),
0 * (play->state.frames * 1), 32, 32));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 878), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
@ -588,8 +594,9 @@ void GetItem_DrawDekuNuts(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 1 * (play->state.frames * 6), 1 * (play->state.frames * 6), 32,
32, 1, 1 * (play->state.frames * 6), 1 * (play->state.frames * 6), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 6),
1 * (play->state.frames * 6), 32, 32, 1, 1 * (play->state.frames * 6),
1 * (play->state.frames * 6), 32, 32));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 901), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
@ -603,8 +610,9 @@ void GetItem_DrawRecoveryHeart(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 1), 1 * -(play->state.frames * 3), 32,
32, 1, 0 * (play->state.frames * 1), 1 * -(play->state.frames * 2), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 1),
1 * -(play->state.frames * 3), 32, 32, 1, 0 * (play->state.frames * 1),
1 * -(play->state.frames * 2), 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 924), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
@ -618,8 +626,9 @@ void GetItem_DrawFish(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 * (play->state.frames * 0), 1 * (play->state.frames * 1), 32,
32, 1, 0 * (play->state.frames * 0), 1 * (play->state.frames * 1), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
1 * (play->state.frames * 1), 32, 32, 1, 0 * (play->state.frames * 0),
1 * (play->state.frames * 1), 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 947), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
@ -708,8 +717,9 @@ void GetItem_DrawMagicSpell(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 1 * (play->state.frames * 2), 1 * -(play->state.frames * 6), 32,
32, 1, 1 * (play->state.frames * 1), -1 * (play->state.frames * 2), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 2),
1 * -(play->state.frames * 6), 32, 32, 1, 1 * (play->state.frames * 1),
-1 * (play->state.frames * 2), 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1074), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
@ -778,8 +788,9 @@ void GetItem_DrawScale(PlayState* play, s16 drawId) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 1 * (play->state.frames * 2), -1 * (play->state.frames * 2), 64,
64, 1, 1 * (play->state.frames * 4), 1 * -(play->state.frames * 4), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 2),
-1 * (play->state.frames * 2), 64, 64, 1, 1 * (play->state.frames * 4),
1 * -(play->state.frames * 4), 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1173), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);

View File

@ -74,12 +74,12 @@ void TransitionCircle_Start(void* thisx) {
this->color.rgba = this->appearanceType == TCA_WAVE ? RGBA8(0, 0, 0, 255) : RGBA8(160, 160, 160, 255);
}
if (this->direction != 0) {
this->texY = 0;
this->texY = (s32)(0.0 * (1 << 2));
if (this->colorType == TCC_SPECIAL) {
this->texY = 0xFA;
this->texY = (s32)(62.5 * (1 << 2));
}
} else {
this->texY = 0x1F4;
this->texY = (s32)(125.0 * (1 << 2));
if (this->appearanceType == TCA_RIPPLE) {
Audio_PlaySfxGeneral(NA_SE_OC_SECRET_WARP_OUT, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@ -112,20 +112,20 @@ void TransitionCircle_Update(void* thisx, s32 updateRate) {
}
}
this->texY += this->speed * 3 / updateRate;
if (this->texY >= 0x1F4) {
this->texY = 0x1F4;
if (this->texY >= (s32)(125.0 * (1 << 2))) {
this->texY = (s32)(125.0 * (1 << 2));
this->isDone = true;
}
} else {
this->texY -= this->speed * 3 / updateRate;
if (this->colorType != TCC_SPECIAL) {
if (this->texY <= 0) {
this->texY = 0;
if (this->texY <= (s32)(0.0 * (1 << 2))) {
this->texY = (s32)(0.0 * (1 << 2));
this->isDone = true;
}
} else {
if (this->texY < 0xFB) {
this->texY = 0xFA;
if (this->texY <= (s32)(62.5 * (1 << 2))) {
this->texY = (s32)(62.5 * (1 << 2));
this->isDone = true;
}
}
@ -146,7 +146,7 @@ void TransitionCircle_Draw(void* thisx, Gfx** gfxP) {
this->frame ^= 1;
gDPPipeSync(gfx++);
texScroll = Gfx_BranchTexScroll(&gfx, this->texX, this->texY, 0x10, 0x40);
texScroll = Gfx_BranchTexScroll(&gfx, this->texX, this->texY, 16, 64);
gSPSegment(gfx++, 9, texScroll);
gSPSegment(gfx++, 8, this->texture);
gDPSetColor(gfx++, G_SETPRIMCOLOR, this->color.rgba);

View File

@ -42,12 +42,12 @@ void TransitionWipe_Start(void* thisx) {
this->isDone = false;
if (this->direction) {
this->texY = 0x14D;
this->texY = (s32)(83.25 * (1 << 2));
} else {
this->texY = 0x264;
this->texY = (s32)(153.0 * (1 << 2));
}
guPerspective(&this->projection, &this->normal, 60.0f, (4.0 / 3.0f), 10.0f, 12800.0f, 1.0f);
guPerspective(&this->projection, &this->normal, 60.0f, 4.0 / 3.0f, 10.0f, 12800.0f, 1.0f);
guLookAt(&this->lookAt, 0.0f, 0.0f, 400.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
}
@ -66,14 +66,14 @@ void TransitionWipe_Update(void* thisx, s32 updateRate) {
if (this->direction != 0) {
this->texY += (((void)0, gSaveContext.transWipeSpeed) * 3) / updateRate;
if (this->texY >= 0x264) {
this->texY = 0x264;
if (this->texY >= (s32)(153.0 * (1 << 2))) {
this->texY = (s32)(153.0 * (1 << 2));
this->isDone = true;
}
} else {
this->texY -= (((void)0, gSaveContext.transWipeSpeed) * 3) / updateRate;
if (this->texY <= 0x14D) {
this->texY = 0x14D;
if (this->texY <= (s32)(83.25 * (1 << 2))) {
this->texY = (s32)(83.25 * (1 << 2));
this->isDone = true;
}
}
@ -123,9 +123,9 @@ void TransitionWipe_SetType(void* thisx, s32 type) {
}
if (this->direction != 0) {
this->texY = 0x14D;
this->texY = (s32)(83.25 * (1 << 2));
} else {
this->texY = 0x264;
this->texY = (s32)(153.0 * (1 << 2));
}
}

View File

@ -2477,8 +2477,8 @@ void Environment_DrawSandstorm(PlayState* play, u8 sandstormState) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, primColor.r, primColor.g, primColor.b, play->envCtx.sandstormPrimA);
gDPSetEnvColor(POLY_XLU_DISP++, envColor.r, envColor.g, envColor.b, play->envCtx.sandstormEnvA);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (u32)sp96 % 0x1000, 0, 0x200, 0x20, 1, (u32)sp94 % 0x1000,
0xFFF - ((u32)sp92 % 0x1000), 0x100, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (u32)sp96 % 4096, 0, 512, 32, 1, (u32)sp94 % 4096,
4095 - ((u32)sp92 % 4096), 256, 64));
gDPSetTextureLUT(POLY_XLU_DISP++, G_TT_NONE);
gSPDisplayList(POLY_XLU_DISP++, gFieldSandstormDL);

View File

@ -1131,8 +1131,8 @@ Gfx* Gfx_TextureIA8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 t
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPTextureRectangle(displayListHead++, rectLeft * 4, rectTop * 4, (rectLeft + rectWidth) * 4,
(rectTop + rectHeight) * 4, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
gSPTextureRectangle(displayListHead++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
return displayListHead;
}
@ -1143,8 +1143,8 @@ Gfx* Gfx_TextureI8(Gfx* displayListHead, void* texture, s16 textureWidth, s16 te
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPTextureRectangle(displayListHead++, rectLeft * 4, rectTop * 4, (rectLeft + rectWidth) * 4,
(rectTop + rectHeight) * 4, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
gSPTextureRectangle(displayListHead++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2,
(rectTop + rectHeight) << 2, G_TX_RENDERTILE, 0, 0, dsdx, dtdy);
return displayListHead;
}
@ -2623,8 +2623,8 @@ void Magic_DrawMeter(PlayState* play) {
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, 8, 16, 0,
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(OVERLAY_DISP++, ((R_MAGIC_METER_X + gSaveContext.magicCapacity) + 8) << 2, magicMeterY << 2,
((R_MAGIC_METER_X + gSaveContext.magicCapacity) + 16) << 2, (magicMeterY + 16) << 2,
gSPTextureRectangle(OVERLAY_DISP++, (R_MAGIC_METER_X + gSaveContext.magicCapacity + 8) << 2, magicMeterY << 2,
(R_MAGIC_METER_X + gSaveContext.magicCapacity + 16) << 2, (magicMeterY + 16) << 2,
G_TX_RENDERTILE, 256, 0, 1 << 10, 1 << 10);
gDPPipeSync(OVERLAY_DISP++);
@ -2636,7 +2636,7 @@ void Magic_DrawMeter(PlayState* play) {
// Yellow part of the meter indicating the amount of magic to be subtracted
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 250, 250, 0, interfaceCtx->magicAlpha);
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
@ -2657,7 +2657,7 @@ void Magic_DrawMeter(PlayState* play) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MAGIC_FILL_COLOR(0), R_MAGIC_FILL_COLOR(1), R_MAGIC_FILL_COLOR(2),
interfaceCtx->magicAlpha);
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_I, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
@ -2725,7 +2725,7 @@ void Interface_DrawItemButtons(PlayState* play) {
Player* player = GET_PLAYER(play);
PauseContext* pauseCtx = &play->pauseCtx;
s16 temp; // Used as both an alpha value and a button index
s16 dxdy;
s16 texCoordScale;
s16 width;
s16 height;
@ -2768,9 +2768,9 @@ void Interface_DrawItemButtons(PlayState* play) {
// Start Button Texture, Color & Label
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 120, 120, interfaceCtx->startAlpha);
gSPTextureRectangle(OVERLAY_DISP++, startButtonLeftPos[gSaveContext.language] << 2, 68,
(startButtonLeftPos[gSaveContext.language] + 22) << 2, 156, G_TX_RENDERTILE, 0, 0, 1462,
1462);
gSPTextureRectangle(OVERLAY_DISP++, startButtonLeftPos[gSaveContext.language] << 2, 17 << 2,
(startButtonLeftPos[gSaveContext.language] + 22) << 2, 39 << 2, G_TX_RENDERTILE, 0, 0,
(s32)(1.4277344 * (1 << 10)), (s32)(1.4277344 * (1 << 10)));
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->startAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 0);
@ -2781,13 +2781,14 @@ void Interface_DrawItemButtons(PlayState* play) {
DO_ACTION_TEX_WIDTH, DO_ACTION_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
dxdy = (1 << 10) / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
texCoordScale = (1 << 10) / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
width = DO_ACTION_TEX_WIDTH / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
height = DO_ACTION_TEX_HEIGHT / (R_START_LABEL_DD(gSaveContext.language) / 100.0f);
gSPTextureRectangle(
OVERLAY_DISP++, R_START_LABEL_X(gSaveContext.language) << 2,
R_START_LABEL_Y(gSaveContext.language) << 2, (R_START_LABEL_X(gSaveContext.language) + width) << 2,
(R_START_LABEL_Y(gSaveContext.language) + height) << 2, G_TX_RENDERTILE, 0, 0, dxdy, dxdy);
gSPTextureRectangle(OVERLAY_DISP++, R_START_LABEL_X(gSaveContext.language) << 2,
R_START_LABEL_Y(gSaveContext.language) << 2,
(R_START_LABEL_X(gSaveContext.language) + width) << 2,
(R_START_LABEL_Y(gSaveContext.language) + height) << 2, G_TX_RENDERTILE, 0, 0,
texCoordScale, texCoordScale);
}
}

View File

@ -1365,7 +1365,7 @@ Gfx* Gfx_BranchTexScroll(Gfx** gfxp, u32 x, u32 y, s32 width, s32 height) {
Gfx* displayList = Graph_DlistAlloc(gfxp, 3 * sizeof(Gfx));
gDPTileSync(displayList);
gDPSetTileSize(displayList + 1, 0, x, y, (x + ((width - 1) << 2)), (y + ((height - 1) << 2)));
gDPSetTileSize(displayList + 1, G_TX_RENDERTILE, x, y, x + ((width - 1) << 2), y + ((height - 1) << 2));
gSPEndDisplayList(displayList + 2);
return displayList;
@ -1382,11 +1382,11 @@ Gfx* func_80094E78(GraphicsContext* gfxCtx, u32 x, u32 y) {
Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height) {
Gfx* displayList = Graph_Alloc(gfxCtx, 3 * sizeof(Gfx));
x %= 2048;
y %= 2048;
x %= 512 << 2;
y %= 512 << 2;
gDPTileSync(displayList);
gDPSetTileSize(displayList + 1, 0, x, y, (x + ((width - 1) << 2)), (y + ((height - 1) << 2)));
gDPSetTileSize(displayList + 1, G_TX_RENDERTILE, x, y, x + ((width - 1) << 2), y + ((height - 1) << 2));
gSPEndDisplayList(displayList + 2);
return displayList;
@ -1396,15 +1396,15 @@ Gfx* Gfx_TwoTexScroll(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 wi
u32 y2, s32 width2, s32 height2) {
Gfx* displayList = Graph_Alloc(gfxCtx, 5 * sizeof(Gfx));
x1 %= 2048;
y1 %= 2048;
x2 %= 2048;
y2 %= 2048;
x1 %= 512 << 2;
y1 %= 512 << 2;
x2 %= 512 << 2;
y2 %= 512 << 2;
gDPTileSync(displayList);
gDPSetTileSize(displayList + 1, tile1, x1, y1, (x1 + ((width1 - 1) << 2)), (y1 + ((height1 - 1) << 2)));
gDPSetTileSize(displayList + 1, tile1, x1, y1, x1 + ((width1 - 1) << 2), y1 + ((height1 - 1) << 2));
gDPTileSync(displayList + 2);
gDPSetTileSize(displayList + 3, tile2, x2, y2, (x2 + ((width2 - 1) << 2)), (y2 + ((height2 - 1) << 2)));
gDPSetTileSize(displayList + 3, tile2, x2, y2, x2 + ((width2 - 1) << 2), y2 + ((height2 - 1) << 2));
gSPEndDisplayList(displayList + 4);
return displayList;
@ -1414,15 +1414,15 @@ Gfx* Gfx_TwoTexScrollEnvColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
Gfx* displayList = Graph_Alloc(gfxCtx, 6 * sizeof(Gfx));
x1 %= 2048;
y1 %= 2048;
x2 %= 2048;
y2 %= 2048;
x1 %= 512 << 2;
y1 %= 512 << 2;
x2 %= 512 << 2;
y2 %= 512 << 2;
gDPTileSync(displayList);
gDPSetTileSize(displayList + 1, tile1, x1, y1, (x1 + ((width1 - 1) << 2)), (y1 + ((height1 - 1) << 2)));
gDPSetTileSize(displayList + 1, tile1, x1, y1, x1 + ((width1 - 1) << 2), y1 + ((height1 - 1) << 2));
gDPTileSync(displayList + 2);
gDPSetTileSize(displayList + 3, tile2, x2, y2, (x2 + ((width2 - 1) << 2)), (y2 + ((height2 - 1) << 2)));
gDPSetTileSize(displayList + 3, tile2, x2, y2, x2 + ((width2 - 1) << 2), y2 + ((height2 - 1) << 2));
gDPSetEnvColor(displayList + 4, r, g, b, a);
gSPEndDisplayList(displayList + 5);

View File

@ -116,8 +116,9 @@ void Scene_DrawConfigYdan(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4763);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
@ -134,7 +135,7 @@ void Scene_DrawConfigYdanBoss(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 0, 64, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 2) % 128, 64, 32));
gDPPipeSync(POLY_XLU_DISP++);
@ -163,10 +164,10 @@ void Scene_DrawConfigDdan(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[((void)0, gSaveContext.nightFlag)]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 1) % 128, 64, 32));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 2) % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
@ -257,16 +258,19 @@ void Scene_DrawConfigKakusiana(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0,
127 - (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x0B, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 50) % 2048, 8, 512, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 50) % 2048, 8, 512, 1, 0,
(gameplayFrames * 60) % 2048, 8, 512));
gSPSegment(POLY_OPA_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(
POLY_OPA_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
@ -289,11 +293,12 @@ void Scene_DrawConfigKenjyanoma(PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128, (gameplayFrames * 1) % 256, 32,
64, 1, 0, 0, 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 256, 32, 64, 1, 0, 0, 32, 128));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -311,11 +316,13 @@ void Scene_DrawConfigGreatFairyFountain(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 256, 32, 64,
1, gameplayFrames % 128, (gameplayFrames * 3) % 256, 32, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 256, 32, 64, 1, gameplayFrames % 128, (gameplayFrames * 3) % 256,
32, 64));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -350,8 +357,9 @@ void Scene_DrawConfigFairyFountain(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
gDPPipeSync(POLY_OPA_DISP++);
@ -372,11 +380,11 @@ void Scene_DrawConfigHakadan(PlayState* play) {
if (play->sceneNum == SCENE_HAKADAN_BS) {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
(gameplayFrames * 2) % 128, 0, 32, 32));
} else {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 128, 0, 32, 32, 1,
(gameplayFrames * 2) % 128, 0, 32, 32));
}
@ -430,54 +438,54 @@ void Scene_DrawConfigMizusin(PlayState* play) {
if (spB0 == 1) {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, spAC));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, spAC));
} else if (spB0 < 1) {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 255));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 255));
} else {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 160));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 160));
}
if (spB0 == 2) {
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, spAC));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, spAC));
} else if (spB0 < 2) {
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 255));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 255));
} else {
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 160));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 160));
}
if (spB0 != 0) {
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 160));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 160));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 180));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 3, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 180));
} else {
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32,
32, 0, 0, 0, 160 + (s32)((spAC / 200.0f) * 95.0f)));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 1) % 128, 0, 32, 32,
1, 0, 0, 32, 32, 0, 0, 0, 160 + (s32)((spAC / 200.0f) * 95.0f)));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0,
0, 185 + (s32)((spAC / 200.0f) * 70.0f)));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 3, 0, 32, 32, 1, 0, 0,
32, 32, 0, 0, 0, 185 + (s32)((spAC / 200.0f) * 70.0f)));
}
gSPSegment(POLY_XLU_DISP++, 0x0C,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1, 0,
127 - (gameplayFrames * 1), 32, 32, 0, 0, 0, 128));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, gameplayFrames * 1, 32,
32, 1, 0, 127 - (gameplayFrames * 1), 32, 32, 0, 0, 0, 128));
gSPSegment(POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames * 4, 0, 32, 32, 1, gameplayFrames * 4, 0,
32, 32, 0, 0, 0, 128));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 4, 0, 32, 32, 1,
gameplayFrames * 4, 0, 32, 32, 0, 0, 0, 128));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5644);
}
@ -489,7 +497,7 @@ void Scene_DrawConfigMizusinBs(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, 0, 32, 32, 1, 0, 0, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, play->roomCtx.unk_74[0]);
@ -521,8 +529,9 @@ void Scene_DrawConfigHairalNiwa(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
32, 32));
if (play->sceneNum == SCENE_HAIRAL_NIWA) {
gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 10) % 256, 32, 64));
@ -552,13 +561,14 @@ void Scene_DrawConfigGanonCastleExterior(PlayState* play) {
if (play->sceneNum == SCENE_GANON_TOU) {
gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1, 0,
(gameplayFrames * 1) % 256, 64, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 1) % 256, 64, 64, 1,
0, (gameplayFrames * 1) % 256, 64, 64));
}
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 255 - (gameplayFrames * 1) % 128, (gameplayFrames * 1) % 128, 32,
32, 1, (gameplayFrames * 1) % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 255 - (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, (gameplayFrames * 1) % 128,
(gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -604,13 +614,13 @@ void Scene_DrawConfigGanonFinal(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 512, 64, 128, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 512, 64, 128, 1, 0,
511 - (gameplayFrames * 1) % 512, 64, 128));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 32, 64, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 256, 32, 64, 1, 0,
255 - (gameplayFrames * 1) % 256, 32, 64));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 20) % 2048, 16, 512, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 20) % 2048, 16, 512, 1, 0,
(gameplayFrames * 30) % 2048, 16, 512));
gDPPipeSync(POLY_OPA_DISP++);
@ -649,11 +659,13 @@ void Scene_DrawConfigIceDoukuto(PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[((void)0, gSaveContext.nightFlag)]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -672,14 +684,14 @@ void Scene_DrawConfigHakaanaOuke(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 60) % 2048, 8, 512, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 60) % 2048, 8, 512, 1, 0,
(gameplayFrames * 50) % 2048, 8, 512));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames * 1) % 128, 0, 32, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames * 1) % 128, 0, 32, 32, 1,
(gameplayFrames * 1) % 128, 0, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0B,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 6) % 1024, 16, 256, 1, 0,
1023 - (gameplayFrames * 3) % 1024, 16, 256));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 1023 - (gameplayFrames * 6) % 1024, 16, 256, 1,
0, 1023 - (gameplayFrames * 3) % 1024, 16, 256));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -696,11 +708,13 @@ void Scene_DrawConfigHyliaLabo(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6201);
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0, (gameplayFrames * 1) % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, 255 - (gameplayFrames * 10) % 256, 32, 64));
gDPPipeSync(POLY_OPA_DISP++);
@ -719,8 +733,9 @@ void Scene_DrawConfigCalmWater(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -746,11 +761,13 @@ void Scene_DrawConfigMen(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[((void)0, gSaveContext.nightFlag)]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -765,15 +782,15 @@ Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
Gfx* displayList = Graph_Alloc(gfxCtx, 10 * sizeof(Gfx));
x1 %= 2048;
y1 %= 2048;
x2 %= 2048;
y2 %= 2048;
x1 %= 512 << 2;
y1 %= 512 << 2;
x2 %= 512 << 2;
y2 %= 512 << 2;
gDPTileSync(displayList);
gDPSetTileSize(displayList + 1, tile1, x1, y1, (x1 + ((width1 - 1) << 2)), (y1 + ((height1 - 1) << 2)));
gDPSetTileSize(displayList + 1, tile1, x1, y1, x1 + ((width1 - 1) << 2), y1 + ((height1 - 1) << 2));
gDPTileSync(displayList + 2);
gDPSetTileSize(displayList + 3, tile2, x2, y2, (x2 + ((width2 - 1) << 2)), (y2 + ((height2 - 1) << 2)));
gDPSetTileSize(displayList + 3, tile2, x2, y2, x2 + ((width2 - 1) << 2), y2 + ((height2 - 1) << 2));
gDPSetPrimColor(displayList + 4, 0, 0, r, g, b, a);
gSPEndDisplayList(displayList + 5);
@ -810,7 +827,8 @@ void Scene_DrawConfigBowling(PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 5) % 64, 16, 16));
gSPSegment(POLY_OPA_DISP++, 0x0A, Gfx_TexScroll(play->state.gfxCtx, 0, 63 - (gameplayFrames * 2) % 64, 16, 16));
gSPSegment(POLY_XLU_DISP++, 0x0B,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 127 - (gameplayFrames * 3) % 128, 32, 32, 1, 0, 0, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 127 - (gameplayFrames * 3) % 128, 32, 32, 1, 0,
0, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -881,8 +899,8 @@ void Scene_DrawConfigMahouya(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 1023 - (gameplayFrames * 3) % 1024, 16, 256, 1, 0,
1023 - (gameplayFrames * 6) % 1024, 16, 256));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 1023 - (gameplayFrames * 3) % 1024, 16, 256, 1,
0, 1023 - (gameplayFrames * 6) % 1024, 16, 256));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -909,11 +927,13 @@ void Scene_DrawConfigBmori1(PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[((void)0, gSaveContext.nightFlag)]));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -948,11 +968,13 @@ void Scene_DrawConfigSpot00(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 10) % 128, 32, 32, 1, gameplayFrames % 128,
(gameplayFrames * 10) % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1009,14 +1031,17 @@ void Scene_DrawConfigSpot03(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 6) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 6) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 6) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 6) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1044,11 +1069,13 @@ void Scene_DrawConfigSpot04(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 10) % 128, 32, 32, 1, gameplayFrames % 128,
(gameplayFrames * 10) % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1076,8 +1103,8 @@ void Scene_DrawConfigSpot04(PlayState* play) {
gSPEndDisplayList(displayListHead);
gSPSegment(POLY_OPA_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16, 1, 0,
(s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16,
1, 0, (s16)(-play->roomCtx.unk_74[0] * 0.02f), 32, 16));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7044);
}
@ -1093,11 +1120,11 @@ void Scene_DrawConfigSpot06(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, gameplayFrames, gameplayFrames, 32, 32, 1, 0, 0, 32, 32,
0, 0, 0, play->roomCtx.unk_74[0] + 168));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, gameplayFrames, 32, 32, 1,
0, 0, 32, 32, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, -gameplayFrames, -gameplayFrames, 32, 32, 1, 0, 0, 16,
64, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, -gameplayFrames, 32, 32,
1, 0, 0, 16, 64, 0, 0, 0, play->roomCtx.unk_74[0] + 168));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 128);
@ -1121,7 +1148,8 @@ void Scene_DrawConfigSpot07(PlayState* play) {
if (LINK_IS_ADULT) {
var = 0;
}
gSPSegment(POLY_OPA_DISP++, 0x0C, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 64, 32, 1, 0, var, 64, 32));
gSPSegment(POLY_OPA_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 64, 32, 1, 0, var, 64, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1138,13 +1166,14 @@ void Scene_DrawConfigSpot08(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7161);
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32, 32));
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 1) % 128, 0, 32, 32, 1, 0, 0, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 2) % 256, 64, 64, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 2) % 256, 64, 64, 1, 0,
255 - (gameplayFrames * 2) % 256, 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
@ -1163,21 +1192,22 @@ void Scene_DrawConfigSpot09(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 3) % 1024, 32, 256, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 3) % 1024, 32, 256, 1, 0,
(gameplayFrames * 3) % 1024, 32, 256));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 256, 64, 64, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 256, 64, 64, 1, 0,
(gameplayFrames * 1) % 256, 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 2) % 128, 32, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 2) % 128, 32, 32, 1, 0,
(gameplayFrames * 2) % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0,
127 - (gameplayFrames * 3) % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 128, 32, 32, 1, 0,
(gameplayFrames * 1) % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (gameplayFrames * 1) % 64, 16, 16, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (gameplayFrames * 1) % 64, 16, 16, 1, 0,
(gameplayFrames * 1) % 64, 16, 16));
gDPPipeSync(POLY_OPA_DISP++);
@ -1197,12 +1227,12 @@ void Scene_DrawConfigSpot10(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7274);
gameplayFrames = play->gameplayFrames;
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames % 128, 0, 32, 16, 1, gameplayFrames % 128, 0, 32, 16));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames % 128, 0, 32, 16, 1,
gameplayFrames % 128, 0, 32, 16));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, gameplayFrames % 128, 32, 32, 1,
gameplayFrames % 128, gameplayFrames % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128, gameplayFrames % 128,
32, 32, 1, gameplayFrames % 128, gameplayFrames % 128, 32, 32));
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
@ -1227,8 +1257,9 @@ void Scene_DrawConfigSpot11(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7323);
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 127 - gameplayFrames % 128, 32, 32));
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0, 127 - gameplayFrames % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1258,12 +1289,12 @@ void Scene_DrawConfigSpot13(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7385);
gameplayFrames = play->gameplayFrames;
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128, 32, 32));
gSPSegment(
POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames % 128, 32, 32, 1, 0,
gameplayFrames % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames % 128, 32, 32, 1, 0,
gameplayFrames % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1281,11 +1312,13 @@ void Scene_DrawConfigSpot15(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 10) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 10) % 128, 32, 32, 1, gameplayFrames % 128,
(gameplayFrames * 10) % 128, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 3) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 3) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1341,9 +1374,9 @@ void Scene_DrawConfigSpot17(PlayState* play) {
sp6F = (sp6F >> 1) + 192;
sp6E = (sp6E >> 1) + 192;
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames % 128, 32, 32, 1, 0, gameplayFrames % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames % 128, 32, 32, 1, 0,
gameplayFrames % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, sp6F, sp6E, 255, 128);
@ -1366,8 +1399,8 @@ void Scene_DrawConfigSpot18(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1, gameplayFrames % 128,
0, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 127 - gameplayFrames % 128, 32, 32, 1,
gameplayFrames % 128, 0, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
@ -1408,11 +1441,12 @@ void Scene_DrawConfigHidan(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 127 - gameplayFrames % 128, 32, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 127 - gameplayFrames % 128, 32, 32, 1,
127 - gameplayFrames % 128, 0, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 127 - (gameplayFrames * 6) % 128, 32,
32, 1, (gameplayFrames * 6) % 128, 127 - (gameplayFrames * 3) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 3) % 128,
127 - (gameplayFrames * 6) % 128, 32, 32, 1, (gameplayFrames * 6) % 128,
127 - (gameplayFrames * 3) % 128, 32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 64);
@ -1436,11 +1470,12 @@ void Scene_DrawConfigBdan(PlayState* play) {
gameplayFrames = play->gameplayFrames;
if (play->sceneNum == SCENE_BDAN) {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames % 128, (gameplayFrames * 2) % 128, 32, 32, 1,
127 - gameplayFrames % 128, (gameplayFrames * 2) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames % 128,
(gameplayFrames * 2) % 128, 32, 32, 1, 127 - gameplayFrames % 128,
(gameplayFrames * 2) % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 255 - (gameplayFrames * 4) % 256, 32, 64, 1, 0,
255 - (gameplayFrames * 4) % 256, 32, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 255 - (gameplayFrames * 4) % 256, 32, 64, 1,
0, 255 - (gameplayFrames * 4) % 256, 32, 64));
} else {
gSPSegment(
POLY_OPA_DISP++, 0x08,
@ -1509,14 +1544,17 @@ void Scene_DrawConfigGanontika(PlayState* play) {
gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 512, 32, 128,
1, gameplayFrames % 128, (gameplayFrames * 1) % 512, 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 512, 32, 128, 1, gameplayFrames % 128,
(gameplayFrames * 1) % 512, 32, 128));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - gameplayFrames % 128,
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);

View File

@ -240,8 +240,8 @@ void ArrowFire_Draw(Actor* thisx, PlayState* play2) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 255 - (stateFrames * 2) % 256, 0, 64, 32, 1,
255 - stateFrames % 256, 511 - (stateFrames * 10) % 512, 64, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 255 - (stateFrames * 2) % 256, 0, 64, 32,
1, 255 - stateFrames % 256, 511 - (stateFrames * 10) % 512, 64, 64));
gSPDisplayList(POLY_XLU_DISP++, sModelDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_arrow_fire.c", 682);

View File

@ -239,8 +239,8 @@ void ArrowIce_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 511 - (stateFrames * 5) % 512, 0, 128, 32, 1,
511 - (stateFrames * 10) % 512, 511 - (stateFrames * 10) % 512, 4, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 511 - (stateFrames * 5) % 512, 0, 128, 32,
1, 511 - (stateFrames * 10) % 512, 511 - (stateFrames * 10) % 512, 4, 16));
gSPDisplayList(POLY_XLU_DISP++, sModelDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_arrow_ice.c", 676);

View File

@ -237,7 +237,7 @@ void ArrowLight_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 511 - (stateFrames * 5) % 512, 0, 4, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 511 - (stateFrames * 5) % 512, 0, 4, 32, 1,
511 - (stateFrames * 10) % 512, 511 - (stateFrames * 30) % 512, 8, 16));
gSPDisplayList(POLY_XLU_DISP++, sModelDL);

View File

@ -332,7 +332,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
if ((platform->dyna.actor.projectedPos.z > -30.0f) && (platform->flashState != FLASH_NONE)) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, platform->flashTimer * 4, 0, 32, 64, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, platform->flashTimer * 4, 0, 32, 64, 1,
platform->flashTimer * 4, 0, 32, 64));
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, platform->flashPrimColorR, platform->flashPrimColorG,

View File

@ -106,7 +106,7 @@ void BgGjyoBridge_Draw(Actor* thisx, PlayState* play) {
Gfx_TexScroll(play->state.gfxCtx, play->gameplayFrames & 127, play->gameplayFrames * -3 & 127, 32, 32));
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -play->gameplayFrames & 127, 32, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, -play->gameplayFrames & 127, 32, 32, 1, 0,
play->gameplayFrames & 127, 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_gjyo_bridge.c", 281),

View File

@ -319,8 +319,8 @@ void BgHakaGate_DrawFlame(BgHakaGate* this, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->vScrollTimer * -20) & 0x1FF,
0x20, 0x80));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
(this->vScrollTimer * -20) & 0x1FF, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);

View File

@ -232,7 +232,7 @@ void BgHakaTubo_DrawFlameCircle(BgHakaTubo* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 170, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, 255);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->fireScroll & 127, 0, 32, 64, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->fireScroll & 127, 0, 32, 64, 1, 0,
(this->fireScroll * -15) & 0xFF, 32, 64));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_tubo.c", 497),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -122,8 +122,8 @@ void BgHakaWater_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (u8)(0.765f * temp));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, play->gameplayFrames % 128, 32, 32,
1, 0, (0 - play->gameplayFrames) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 128,
play->gameplayFrames % 128, 32, 32, 1, 0, (0 - play->gameplayFrames) % 128, 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_water.c", 312),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -249,7 +249,7 @@ void BgHidanCurtain_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->texScroll & 0x7F, 0, 0x20, 0x40, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->texScroll & 0x7F, 0, 0x20, 0x40, 1, 0,
(this->texScroll * -0xF) & 0xFF, 0x20, 0x40));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_curtain.c", 698),

View File

@ -265,7 +265,7 @@ void BgHidanFwbig_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 0x80, 0, 0x20, 0x40, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 0x80, 0, 0x20, 0x40, 1, 0,
(u8)(play->gameplayFrames * -15), 0x20, 0x40));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_fwbig.c", 660),

View File

@ -410,7 +410,7 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
case 1:
case 4:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames & 0x7F,
-play->gameplayFrames & 0x7F, 0x20, 0x20, 1, -play->gameplayFrames & 0x7F,
play->gameplayFrames & 0x7F, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0006F0);
@ -418,10 +418,10 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
case 2:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames & 0xFF, 0x40, 0x40, 1, 0,
-play->gameplayFrames & 0xFF, 0x40, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames & 0xFF, 0x40, 0x40,
1, 0, -play->gameplayFrames & 0xFF, 0x40, 0x40));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames & 0xFF,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames & 0xFF,
play->gameplayFrames & 0xFF, 0x40, 0x40, 1, play->gameplayFrames & 0xFF,
play->gameplayFrames & 0xFF, 0x40, 0x40));
gSPDisplayList(POLY_XLU_DISP++, object_ice_objects_DL_0012A0);

View File

@ -508,17 +508,17 @@ void BgMizuBwall_Draw(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
this->scrollAlpha1));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
0x20, 0, 0, 0, this->scrollAlpha1));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
this->scrollAlpha2));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
0x20, 0, 0, 0, this->scrollAlpha2));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
this->scrollAlpha3));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
0x20, 0, 0, 0, this->scrollAlpha3));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0, 0, 0,
this->scrollAlpha4));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
0x20, 0, 0, 0, this->scrollAlpha4));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_bwall.c", 1129), 2);
if (this->dList != NULL) {

View File

@ -368,20 +368,20 @@ void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
this->scrollAlpha1));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0,
0, 0, this->scrollAlpha1));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
this->scrollAlpha2));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0,
0, 0, this->scrollAlpha2));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
this->scrollAlpha3));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0,
0, 0, this->scrollAlpha3));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,
this->scrollAlpha4));
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0,
0, 0, this->scrollAlpha4));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 788),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -333,8 +333,8 @@ void BgMizuWater_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1, 0,
-gameplayFrames * 1, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1,
0, -gameplayFrames * 1, 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_water.c", 749),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -174,8 +174,9 @@ void BgMoriIdomizu_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, 128);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0x7F - (gameplayFrames & 0x7F), gameplayFrames % 0x80, 0x20,
0x20, 1, gameplayFrames & 0x7F, gameplayFrames % 0x80, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0x7F - (gameplayFrames & 0x7F),
gameplayFrames % 0x80, 0x20, 0x20, 1, gameplayFrames & 0x7F, gameplayFrames % 0x80,
0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gMoriIdomizuWaterDL);

View File

@ -168,8 +168,8 @@ void BgPoSyokudai_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->flameTextureScroll * -20) & 0x1FF,
32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
(this->flameTextureScroll * -20) & 0x1FF, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, primColor->r, primColor->g, primColor->b, 255);
gDPSetEnvColor(POLY_XLU_DISP++, envColor->r, envColor->g, envColor->b, 255);

View File

@ -273,7 +273,7 @@ void BgSpot00Hanebasi_DrawTorches(Actor* thisx, PlayState* play2) {
for (i = 0; i < 2; i++) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
((play->gameplayFrames + i) * -20) & 0x1FF, 32, 128));
Matrix_Translate((i == 0) ? 260.0f : -260.0f, 128.0f, 690.0f, MTXMODE_NEW);

View File

@ -78,8 +78,8 @@ void BgSpot01Idomizu_Draw(Actor* thisx, PlayState* play) {
frames = play->state.frames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - frames % 128, frames & 0x7F, 32, 32, 1, frames % 128,
frames & 0x7F, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - frames % 128, frames & 0x7F, 32, 32, 1,
frames % 128, frames & 0x7F, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, gKakarikoWellWaterDL);

View File

@ -316,8 +316,8 @@ void func_808AD450(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot02_objects.c", 795),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 2 * this->timer, -3 * this->timer, 32, 64, 1,
4 * this->timer, -6 * this->timer, 32, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 2 * this->timer, -3 * this->timer, 32, 64,
1, 4 * this->timer, -6 * this->timer, 32, 64));
gDPPipeSync(POLY_XLU_DISP++);
gSPDisplayList(POLY_XLU_DISP++, object_spot02_objects_DL_0013F0);
gDPPipeSync(POLY_XLU_DISP++);

View File

@ -127,9 +127,9 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, gameplayFrames * 5, 64, 64, 1, 0, gameplayFrames * 5, 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, gameplayFrames * 5, 64, 64, 1, 0,
gameplayFrames * 5, 64, 64));
gSPDisplayList(POLY_XLU_DISP++, object_spot03_object_DL_000B20);
@ -142,7 +142,7 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, object_spot03_object_DL_000BC0);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames * 1, gameplayFrames * 3, 64, 64, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 1, gameplayFrames * 3, 64, 64, 1,
-gameplayFrames, gameplayFrames * 3, 64, 64));
gSPDisplayList(POLY_XLU_DISP++, object_spot03_object_DL_001580);

View File

@ -437,11 +437,11 @@ void BgSpot06Objects_DrawLakeHyliaWater(BgSpot06Objects* this, PlayState* play)
gameplayFrames = play->state.frames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames, gameplayFrames, 32, 32, 1, gameplayFrames,
gameplayFrames, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, gameplayFrames, 32, 32, 1,
gameplayFrames, gameplayFrames, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames, gameplayFrames * 6, 32, 32, 1, gameplayFrames,
gameplayFrames * 6, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames, gameplayFrames * 6, 32, 32, 1,
gameplayFrames, gameplayFrames * 6, 32, 32));
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);

View File

@ -87,26 +87,27 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((frames * -1) & 0x7F), ((frames * 1) & 0x7F), 32, 32, 1,
((frames * 1) & 0x7F), ((frames * 1) & 0x7F), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, ((frames * -1) & 0x7F), ((frames * 1) & 0x7F), 32,
32, 1, ((frames * 1) & 0x7F), ((frames * 1) & 0x7F), 32, 32));
if (!LINK_IS_ADULT) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
if (this->dyna.actor.params == 0) {
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((frames * -1) & 0x7F), ((frames * -3) & 0xFF), 64, 64,
1, ((frames * 1) & 0x7F), ((frames * -3) & 0xFF), 64, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, ((frames * -1) & 0x7F),
((frames * -3) & 0xFF), 64, 64, 1, ((frames * 1) & 0x7F),
((frames * -3) & 0xFF), 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 0, ((frames * 3) & 0x1FF), 32, 128, 1,
frames * 0, ((frames * 3) & 0x1FF), 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 0, ((frames * 3) & 0x1FF), 32,
128, 1, frames * 0, ((frames * 3) & 0x1FF), 32, 128));
gSPDisplayList(POLY_XLU_DISP++, object_spot07_object_DL_000460);
} else {
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 0, ((frames * -1) & 0x7F), 32, 32, 1,
frames * 0, ((frames * -1) & 0x7F), 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 0, ((frames * -1) & 0x7F), 32, 32,
1, frames * 0, ((frames * -1) & 0x7F), 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 0, ((frames * 3) & 0x1FF), 32, 128, 1,
frames * 0, ((frames * 3) & 0x1FF), 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 0, ((frames * 3) & 0x1FF), 32,
128, 1, frames * 0, ((frames * 3) & 0x1FF), 32, 128));
gSPDisplayList(POLY_XLU_DISP++, object_spot07_object_DL_000BE0);
}
} else if (this->dyna.actor.params == 0) {

View File

@ -155,8 +155,9 @@ void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 331),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128, 32, 32,
1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
(gameplayFrames * 1) % 128, 32, 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128,
32, 32));
gSPDisplayList(POLY_XLU_DISP++, gDesertColossusOasisDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 346);
}

View File

@ -131,7 +131,8 @@ void BgSpot16Doughnut_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->fireFlag & 1) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * (-1), 0, 16, 32, 1, scroll, scroll * (-2), 16, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * (-1), 0, 16, 32, 1, scroll,
scroll * (-2), 16, 32));
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, this->envColorAlpha);
gSPDisplayList(POLY_XLU_DISP++, gDeathMountainCloudCircleFieryDL);
} else {

View File

@ -63,8 +63,8 @@ void func_808B7478(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot17_funen.c", 161),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20, 1, 0,
(0 - play->gameplayFrames) & 0x7F, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20,
1, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gCraterSmokeConeDL);
if (1) {}

View File

@ -149,8 +149,8 @@ void func_808BA2CC(BgTokiHikari* this, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -2 * (play->gameplayFrames & 0x7F), 0, 0x20, 0x40, 1,
(play->gameplayFrames & 0x7F) * 4, 0, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -2 * (play->gameplayFrames & 0x7F), 0, 0x20, 0x40,
1, (play->gameplayFrames & 0x7F) * 4, 0, 0x20, 0x40));
gSPDisplayList(POLY_XLU_DISP++, object_toki_objects_DL_000880);
Matrix_Pop();

View File

@ -180,8 +180,9 @@ void BgYdanHasi_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames % 128, play->gameplayFrames % 128,
0x20, 0x20, 1, play->gameplayFrames % 128, play->gameplayFrames % 128, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames % 128,
play->gameplayFrames % 128, 0x20, 0x20, 1, play->gameplayFrames % 128,
play->gameplayFrames % 128, 0x20, 0x20));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_hasi.c", 592),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gDTWaterPlaneDL);

View File

@ -1826,7 +1826,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeState]));
}
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->fwork[BFD_TEX1_SCROLL_X],
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[BFD_TEX1_SCROLL_X],
(s16)this->fwork[BFD_TEX1_SCROLL_Y], 0x20, 0x20, 1, (s16)this->fwork[BFD_TEX2_SCROLL_X],
(s16)this->fwork[BFD_TEX2_SCROLL_Y], 0x20, 0x20));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);

View File

@ -1200,7 +1200,7 @@ void BossFd2_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->fwork[FD2_TEX1_SCROLL_X],
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[FD2_TEX1_SCROLL_X],
(s16)this->fwork[FD2_TEX1_SCROLL_Y], 0x20, 0x20, 1,
(s16)this->fwork[FD2_TEX2_SCROLL_X], (s16)this->fwork[FD2_TEX2_SCROLL_Y], 0x20,
0x20));

View File

@ -3375,9 +3375,9 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->shockGlow) {
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->unk_1A2 + i) * -15, 32, 64));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
(this->unk_1A2 + i) * -15, 32, 64));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 128);
gSPDisplayList(POLY_XLU_DISP++, gDorfShockGlowDL);
@ -3446,8 +3446,8 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, (s8)this->unk_290);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 255, 0, 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_1A2 * -2, 0, 0x40, 0x40, 1, 0, this->unk_1A2 * 0xA,
0x40, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_1A2 * -2, 0, 0x40, 0x40, 1, 0,
this->unk_1A2 * 0xA, 0x40, 0x40));
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_28C, this->unk_28C, this->unk_28C, MTXMODE_APPLY);
@ -3463,13 +3463,14 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 0, 100, (s8)this->unk_288);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, this->unk_1A2 * -4, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0, this->unk_1A2 * -4,
0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gDorfBigMagicBGCircleDL);
// yellow background dot
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 150, 170, 0, (s8)this->unk_288);
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, this->unk_1A2 * 2,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, this->unk_1A2 * 2,
this->unk_1A2 * -0x14, 0x40, 0x40));
gSPDisplayList(POLY_XLU_DISP++, gDorfDotDL);
@ -3576,8 +3577,8 @@ void BossGanon_DrawDarkVortex(BossGanon* this, PlayState* play) {
Matrix_Push();
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_1A2 * -8, 0, 0x20, 0x40, 1, this->unk_1A2 * -4,
this->unk_1A2 * -8, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_1A2 * -8, 0, 0x20, 0x40, 1,
this->unk_1A2 * -4, this->unk_1A2 * -8, 0x20, 0x20));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 0, 200, (s8)this->fwork[GDF_VORTEX_ALPHA]);
gDPSetEnvColor(POLY_XLU_DISP++, 130, 0, 0, 128);
@ -4936,8 +4937,8 @@ void BossGanon_DrawEffects(PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, eff->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 70, 0, 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, eff->timer * 4, 0, 32, 64, 1, eff->timer * 2,
eff->timer * -20, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, eff->timer * 4, 0, 32, 64, 1,
eff->timer * 2, eff->timer * -20, 32, 32));
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11121),
@ -4954,8 +4955,8 @@ void BossGanon_DrawEffects(PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, eff->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 100, 0, 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, eff->timer * 4, 0, 32, 64, 1, eff->timer * 2,
eff->timer * -20, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, eff->timer * 4, 0, 32, 64, 1,
eff->timer * 2, eff->timer * -20, 32, 32));
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11165),
@ -4972,8 +4973,8 @@ void BossGanon_DrawEffects(PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, eff->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 255, 0, 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (eff->timer * 100), 0, 64, 32, 1, (eff->timer * 100), 0,
64, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (eff->timer * 100), 0, 64, 32, 1,
(eff->timer * 100), 0, 64, 32));
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale((eff->scale * 200.0f) / 1500.0f, (eff->unk_40 * 200.0f) / 1500.0f,
(eff->scale * 200.0f) / 1500.0f, MTXMODE_APPLY);
@ -4990,9 +4991,9 @@ void BossGanon_DrawEffects(PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 150, 170, 0, eff->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
gSPSegment(
POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, eff->timer * 2, eff->timer * -20, 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, eff->timer * 2,
eff->timer * -20, 64, 64));
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);

View File

@ -2398,7 +2398,8 @@ void func_80903F38(BossGanon2* this, PlayState* play) {
if (D_80910638 >= 4) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, play->gameplayFrames * 18, 0, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, play->gameplayFrames * 18, 0,
32, 32));
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, D_80907080);
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
@ -2419,7 +2420,7 @@ void func_80904108(BossGanon2* this, PlayState* play) {
Matrix_Push();
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s32)play->gameplayFrames, 0, 32, 64, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s32)play->gameplayFrames, 0, 32, 64, 1,
-play->gameplayFrames * 2, -play->gameplayFrames * 8, 32, 32));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 200, 0, (s8)this->unk_324);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
@ -2730,8 +2731,8 @@ void func_80905674(BossGanon2* this, PlayState* play) {
Matrix_Push();
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_19C * -8, 0, 32, 64, 1, this->unk_19C * -4,
this->unk_19C * -8, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_19C * -8, 0, 32, 64, 1,
this->unk_19C * -4, this->unk_19C * -8, 32, 32));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, (s16)this->unk_37C);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 200, 0, 128);
Matrix_Translate(sZelda->actor.world.pos.x + 100.0f, sZelda->actor.world.pos.y + 35.0f + 7.0f,

View File

@ -2572,8 +2572,8 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
Matrix_Translate(0.0f, MO_WATER_LEVEL(play), 0.0f, MTXMODE_NEW);
gSPSegment(POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->waterTex1x, (s16)this->waterTex1y, 32, 32, 1,
(s16)this->waterTex2x, (s16)this->waterTex2y, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->waterTex1x, (s16)this->waterTex1y, 32,
32, 1, (s16)this->waterTex2x, (s16)this->waterTex2y, 32, 32));
gDPPipeSync(POLY_XLU_DISP++);
@ -2603,13 +2603,13 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3, 32, 32, 1,
sMorphaTent1->work[MO_TENT_VAR_TIMER] * -3,
sMorphaTent1->work[MO_TENT_VAR_TIMER] * -3, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 5, 0, 32, 32, 1, 0,
sMorphaTent1->work[MO_TENT_VAR_TIMER] * -10, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 5, 0,
32, 32, 1, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * -10, 32, 32));
Matrix_RotateX(this->work[MO_TENT_MOVE_TIMER] * 0.5f, MTXMODE_APPLY);
Matrix_RotateZ(this->work[MO_TENT_MOVE_TIMER] * 0.8f, MTXMODE_APPLY);
@ -2678,8 +2678,9 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
gSPSegment(POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)sMorphaTent1->waterTex1x, (s16)sMorphaTent1->waterTex1y,
32, 32, 1, (s16)sMorphaTent1->waterTex2x, (s16)sMorphaTent1->waterTex2y, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)sMorphaTent1->waterTex1x,
(s16)sMorphaTent1->waterTex1y, 32, 32, 1, (s16)sMorphaTent1->waterTex2x,
(s16)sMorphaTent1->waterTex2y, 32, 32));
sp8C = this->subCamAt.x - this->subCamEye.x;
sp88 = this->subCamAt.y - this->subCamEye.y;
@ -2721,7 +2722,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
void BossMo_DrawTent(Actor* thisx, PlayState* play) {
s32 pad;
BossMo* this = (BossMo*)thisx;
u16 scroll;
u16 texCoordScale;
OPEN_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 6958);
if (1) {}
@ -2731,12 +2732,13 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[MO_TENT_BASE_TEX1_X], this->work[MO_TENT_BASE_TEX1_Y],
32, 32, 1, this->work[MO_TENT_BASE_TEX2_X], this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[MO_TENT_BASE_TEX1_X],
this->work[MO_TENT_BASE_TEX1_Y], 32, 32, 1, this->work[MO_TENT_BASE_TEX2_X],
this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (s8)((this->baseAlpha * 12.0f) / 10.0f));
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->baseAlpha);
scroll = (s16)(Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0xB00) * 30.0f) + 350;
gSPTexture(POLY_XLU_DISP++, scroll, scroll, 0, G_TX_RENDERTILE, G_ON);
texCoordScale = (s16)(Math_SinS(this->work[MO_TENT_VAR_TIMER] * 0xB00) * 30.0f) + 350;
gSPTexture(POLY_XLU_DISP++, texCoordScale, texCoordScale, 0, G_TX_RENDERTILE, G_ON);
if (this->drawActor) {
BossMo_DrawTentacle(this, play);

View File

@ -3155,8 +3155,8 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->effectMode == BONGO_ICE) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames % 256, 0x20, 0x10, 1, 0,
(play->gameplayFrames * 2) % 256, 0x40, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames % 256, 0x20, 0x10,
1, 0, (play->gameplayFrames * 2) % 256, 0x40, 0x20));
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, this->effects[0].alpha);
gSPDisplayList(POLY_XLU_DISP++, gBongoIceCrystalDL);
@ -3185,8 +3185,8 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, 0, 0x20, 0x40, 1, 0,
(play->gameplayFrames * -15) % 256, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 128, 0, 0x20, 0x40,
1, 0, (play->gameplayFrames * -15) % 256, 0x20, 0x40));
for (i = 0; i < 3; i++, scaleY -= 0.001f) {
effect = &this->effects[i];

View File

@ -3274,8 +3274,8 @@ void func_80941BC0(BossTw* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 215, 215, 215, (s16)this->workf[UNK_F11] * this->workf[UNK_F14]);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, (u32)this->workf[UNK_F16] & 0x3F,
(this->work[CS_TIMER_2] * 4) & 0x3F, 0x10, 0x10));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1,
(u32)this->workf[UNK_F16] & 0x3F, (this->work[CS_TIMER_2] * 4) & 0x3F, 0x10, 0x10));
Matrix_Push();
Matrix_RotateY(this->workf[UNK_F15], MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6423),
@ -3285,7 +3285,7 @@ void func_80941BC0(BossTw* this, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6427),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPSegment(POLY_XLU_DISP++, 0xD,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[CS_TIMER_2] & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[CS_TIMER_2] & 0x7F,
(this->work[CS_TIMER_2] * 8) & 0xFF, 0x20, 0x40, 1,
(-this->work[CS_TIMER_2] * 2) & 0x3F, 0, 0x10, 0x10));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, (s16)this->workf[UNK_F9]);
@ -3312,7 +3312,7 @@ void func_80942180(BossTw* this, PlayState* play) {
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
Matrix_Scale(this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (-this->work[CS_TIMER_1]) & 0x7F, 0, 0x20, 0x20, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (-this->work[CS_TIMER_1]) & 0x7F, 0, 0x20, 0x20, 1,
(this->work[CS_TIMER_1] * 2) & 0x7F, 0, 0x20, 0x20));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6497),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
@ -3325,7 +3325,7 @@ void func_80942180(BossTw* this, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6514),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[CS_TIMER_1] & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[CS_TIMER_1] & 0x7F,
(-this->work[CS_TIMER_1] * 6) & 0xFF, 0x20, 0x40, 1,
(this->work[CS_TIMER_1] * 2) & 0x7F, (-this->work[CS_TIMER_1] * 6) & 0xFF, 0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 80, 0, 0, (s16)this->workf[KM_GD_SMOKE_A]);
@ -3334,8 +3334,8 @@ void func_80942180(BossTw* this, PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_018FC0));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (-this->work[CS_TIMER_1] * 3) & 0x7F, 0, 0x20, 0x20, 1, 0,
(-this->work[CS_TIMER_1] * 10) & 0xFF, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (-this->work[CS_TIMER_1] * 3) & 0x7F, 0, 0x20,
0x20, 1, 0, (-this->work[CS_TIMER_1] * 10) & 0xFF, 0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 50, 0, (s16)(this->workf[KM_GD_FLM_A] * 0.7f));
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 235, 240, 128);
@ -3356,8 +3356,8 @@ void func_809426F0(BossTw* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 6587);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (u8)(-this->work[CS_TIMER_2] * 15), 0x20, 0x40, 1, 0, 0, 0x40,
0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (u8)(-this->work[CS_TIMER_2] * 15), 0x20, 0x40,
1, 0, 0, 0x40, 0x40));
Matrix_Push();
Matrix_Translate(0.0f, 0.0f, 5000.0f, MTXMODE_APPLY);
Matrix_Scale(this->spawnPortalScale / 2000.0f, this->spawnPortalScale / 2000.0f, this->spawnPortalScale / 2000.0f,
@ -3390,7 +3390,8 @@ void func_809426F0(BossTw* this, PlayState* play) {
Matrix_RotateZ(((i * M_PI) * 2.0f * 0.125f) + this->flameRotation, MTXMODE_APPLY);
Matrix_Translate(0.0f, this->spawnPortalScale * 1.5f, 0.0f, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((this->work[CS_TIMER_2] * 3) + (i * 10)) & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE,
((this->work[CS_TIMER_2] * 3) + (i * 10)) & 0x7F,
(u8)((-this->work[CS_TIMER_2] * 15) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
@ -3494,7 +3495,7 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) {
gSPSegment(POLY_OPA_DISP++, 10, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIdx]));
gSPSegment(POLY_XLU_DISP++, 10, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeTexIdx]));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->workf[OUTR_CRWN_TX_X1] & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->workf[OUTR_CRWN_TX_X1] & 0x7F,
(s16)this->workf[OUTR_CRWN_TX_Y1] & 0x7F, 0x20, 0x20, 1,
(s16)this->workf[OUTR_CRWN_TX_X2] & 0x7F, (s16)this->workf[OUTR_CRWN_TX_Y2] & 0xFF,
0x20, 0x40));
@ -3505,7 +3506,7 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) {
(s16)this->workf[INNR_CRWN_TX_Y1] & 0xFF, 0x20, 0x40));
} else {
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->workf[INNR_CRWN_TX_X1] & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->workf[INNR_CRWN_TX_X1] & 0x7F,
(s16)this->workf[INNR_CRWN_TX_Y1] & 0x7F, 0x20, 0x20, 1,
(s16)this->workf[INNR_CRWN_TX_X2] & 0x7F,
(s16)this->workf[INNR_CRWN_TX_Y2] & 0xFF, 0x20, 0x40));
@ -3586,22 +3587,22 @@ s32 BossTw_TwinrovaOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList,
case 41:
*dList = NULL;
gSPSegment(POLY_XLU_DISP++, 0xA,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, -this->work[CS_TIMER_1] * 0xF,
0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0,
-this->work[CS_TIMER_1] * 0xF, 0x20, 0x40));
break;
case 18:
case 42:
*dList = NULL;
gSPSegment(POLY_XLU_DISP++, 0xB,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, -this->work[CS_TIMER_1] * 0xA,
0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0,
-this->work[CS_TIMER_1] * 0xA, 0x20, 0x40));
break;
case 16:
case 32:
*dList = NULL;
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, this->work[CS_TIMER_1],
-this->work[CS_TIMER_1] * 7, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1,
this->work[CS_TIMER_1], -this->work[CS_TIMER_1] * 7, 0x20, 0x40));
break;
case 15:
case 31:
@ -3719,16 +3720,17 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 245, 255, temp_a0);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E0E0));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (this->work[CS_TIMER_1] * 2) * temp_t0, 0, 0x20,
0x20, 1, (-this->work[CS_TIMER_1] * 2) * temp_t0, 0, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (this->work[CS_TIMER_1] * 2) * temp_t0,
0, 0x20, 0x20, 1, (-this->work[CS_TIMER_1] * 2) * temp_t0, 0, 0x20, 0x20));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 20, 0, (s16)D_8094C854);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E020));
} else {
gDPSetEnvColor(POLY_XLU_DISP++, 225, 255, 255, temp_a0);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E3A0));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (-this->work[CS_TIMER_1] * 5) * temp_t0, 0x20,
0x40, 1, (this->work[CS_TIMER_1] * 4) * temp_t0, 0, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0,
(-this->work[CS_TIMER_1] * 5) * temp_t0, 0x20, 0x40, 1,
(this->work[CS_TIMER_1] * 4) * temp_t0, 0, 0x20, 0x20));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 175, 205, 195, (s16)D_8094C854);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E2C0));
}
@ -3763,8 +3765,8 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
}
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, this->work[CS_TIMER_1] * D_8094C872, 0x20, 0x40, 1, 0,
this->work[CS_TIMER_1] * D_8094C872, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, this->work[CS_TIMER_1] * D_8094C872, 0x20,
0x40, 1, 0, this->work[CS_TIMER_1] * D_8094C872, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01E9F0));
}
@ -3779,9 +3781,9 @@ void BossTw_SpawnPortalDraw(BossTw* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 7546);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -this->work[CS_TIMER_1] * 15, 0x20, 0x40, 1, 0, 0, 0x40, 0x40));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, -this->work[CS_TIMER_1] * 15, 0x20, 0x40, 1, 0,
0, 0x40, 0x40));
Matrix_Push();
@ -3835,7 +3837,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
Matrix_Pop();
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x20, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x20, 1,
-sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)this->workf[UNK_F18] / 2);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7694),
@ -3843,7 +3845,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01F238));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -sKoumePtr->work[CS_TIMER_1] * 5,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -sKoumePtr->work[CS_TIMER_1] * 5,
-sKoumePtr->work[CS_TIMER_1] * 2, 0x20, 0x40, 1, 0, -sKoumePtr->work[CS_TIMER_1] * 2,
0x10, 0x10));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)(this->workf[UNK_F18] * 0.3f));
@ -4442,9 +4444,9 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 215, 255, 128);
for (i = 9; i >= 0; i--) {
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((this->work[CS_TIMER_1] * 3) + (i * 10)) & 0x7F,
((-this->work[CS_TIMER_1] * 15) + (i * 50)) & 0xFF, 0x20, 0x40, 1, 0, 0,
0x20, 0x20));
Gfx_TwoTexScroll(
play->state.gfxCtx, G_TX_RENDERTILE, ((this->work[CS_TIMER_1] * 3) + (i * 10)) & 0x7F,
((-this->work[CS_TIMER_1] * 15) + (i * 50)) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
@ -4466,9 +4468,9 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01A998));
for (i = 9; i >= 0; i--) {
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, ((this->work[CS_TIMER_1] * 3) + (i * 0xA)) & 0x7F,
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20,
0x20));
Gfx_TwoTexScroll(
play->state.gfxCtx, G_TX_RENDERTILE, ((this->work[CS_TIMER_1] * 3) + (i * 0xA)) & 0x7F,
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
@ -4506,9 +4508,9 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
for (i = 9; i >= 0; i--) {
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20,
0x20));
Gfx_TwoTexScroll(
play->state.gfxCtx, G_TX_RENDERTILE, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
@ -4526,9 +4528,9 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
for (i = 9; i >= 0; i--) {
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20,
0x20));
Gfx_TwoTexScroll(
play->state.gfxCtx, G_TX_RENDERTILE, (((this->work[CS_TIMER_1] * 3) + (i * 0xA))) & 0x7F,
(u8)((-this->work[CS_TIMER_1] * 0xF) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
tailIdx = ((this->work[TAIL_IDX] - i) + 30) % 30;
Matrix_Translate(this->blastTailPos[tailIdx].x, this->blastTailPos[tailIdx].y,
this->blastTailPos[tailIdx].z, MTXMODE_NEW);
@ -4934,7 +4936,7 @@ void BossTw_DrawEffects(PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, currentEffect->alpha);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (currentEffect->frame * 3) & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (currentEffect->frame * 3) & 0x7F,
(currentEffect->frame * 15) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
@ -4959,7 +4961,7 @@ void BossTw_DrawEffects(PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, currentEffect->alpha);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (currentEffect->frame * 3) & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (currentEffect->frame * 3) & 0x7F,
(currentEffect->frame * 15) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
@ -4982,7 +4984,7 @@ void BossTw_DrawEffects(PlayState* play) {
}
gSPSegment(POLY_XLU_DISP++, 0xD,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, currentEffect->frame & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, currentEffect->frame & 0x7F,
(currentEffect->frame * 8) & 0xFF, 0x20, 0x40, 1,
(currentEffect->frame * -2) & 0x7F, 0, 0x10, 0x10));
@ -5028,8 +5030,9 @@ void BossTw_DrawEffects(PlayState* play) {
if (materialFlag == 0) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01AA50));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, 255);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
gSPSegment(
POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
materialFlag++;
BossTw_InitRand(1, 0x71AC, 0x263A);
}
@ -5078,7 +5081,7 @@ void BossTw_DrawEffects(PlayState* play) {
}
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (currentEffect->frame * 3) & 0x7F,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (currentEffect->frame * 3) & 0x7F,
(-currentEffect->frame * 15) & 0xFF, 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);

View File

@ -2870,9 +2870,9 @@ s32 BossVa_BodyOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
if (limbIndex == 20) {
gDPPipeSync(POLY_OPA_DISP++);
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 8, 16, 1, 0, (play->gameplayFrames * -2) % 64, 16, 16));
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 8, 16, 1, 0,
(play->gameplayFrames * -2) % 64, 16, 16));
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->bodyGlow);
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
} else if ((limbIndex >= 10) && (limbIndex < 20)) {
@ -2923,8 +2923,8 @@ void BossVa_BodyPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_MultVec3f(&sp78, &this->effectPos[limbIndex - 10]);
} else if (limbIndex == 25) {
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (play->gameplayFrames * 10) % 128, 16, 32, 1, 0,
(play->gameplayFrames * 5) % 128, 16, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * 10) % 128, 16, 32,
1, 0, (play->gameplayFrames * 5) % 128, 16, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4232),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008D70);
@ -3150,8 +3150,8 @@ void BossVa_BariPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
if (limbIndex == 2) {
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (play->gameplayFrames * 10) % 32, 16, 32, 1, 0,
(play->gameplayFrames * -5) % 32, 16, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * 10) % 32, 16, 32, 1,
0, (play->gameplayFrames * -5) % 32, 16, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4508),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_000FA0);
@ -3200,11 +3200,11 @@ void BossVa_Draw(Actor* thisx, PlayState* play) {
if (!this->isDead) {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 8, 16, 1, 0, (play->gameplayFrames * -10) % 16,
16, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 8, 16, 1, 0,
(play->gameplayFrames * -10) % 16, 16, 16));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (play->gameplayFrames * -10) % 32, 16, 0x20, 1, 0,
(play->gameplayFrames * -5) % 32, 16, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * -10) % 32,
16, 0x20, 1, 0, (play->gameplayFrames * -5) % 32, 16, 32));
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
BossVa_BodyOverrideLimbDraw, BossVa_BodyPostLimbDraw, this);
}

View File

@ -566,7 +566,7 @@ void func_80967FFC(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 512, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 512, 1, 0,
0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 32));
{
@ -633,8 +633,9 @@ void func_80968298(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 210, 210, 210, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 100, 100, 255);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (0xFFF - (timer1 * 6)) & 0xFFF, (timer1 * 12) & 0xFFF, 128, 64,
1, (0xFFF - (timer1 * 6)) & 0xFFF, (timer1 * 12) & 0xFFF, 64, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (0xFFF - (timer1 * 6)) & 0xFFF,
(timer1 * 12) & 0xFFF, 128, 64, 1, (0xFFF - (timer1 * 6)) & 0xFFF,
(timer1 * 12) & 0xFFF, 64, 32));
gSPDisplayList(POLY_XLU_DISP++, object_demo_6k_DL_0039D0);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1189),
@ -734,7 +735,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1322),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0xFF - ((timer2 * 2) & 0xFF), 0, 32, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0xFF - ((timer2 * 2) & 0xFF), 0, 32, 32, 1,
0xFF - ((timer2 * 2) & 0xFF), (timer2 * 15) & 0x3FF, 16, 64));
if (this->timer2 < 40) {

View File

@ -1676,21 +1676,21 @@ void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2) {
switch (this->jewel.type) {
case DEMO_EFFECT_JEWEL_KOKIRI:
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 256,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 256,
(256 - ((frames * 2) % 256)) - 1, 64, 64, 1, (frames * 2) % 256,
(256 - (frames % 256)) - 1, 16, 16));
break;
case DEMO_EFFECT_JEWEL_GORON:
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 128,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 128,
(256 - ((frames * 2) % 256)) - 1, 32, 64, 1, (frames * 2) % 256,
(256 - (frames % 256)) - 1, 16, 8));
break;
case DEMO_EFFECT_JEWEL_ZORA:
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 256,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 256,
(256 - ((frames * 2) % 256)) - 1, 32, 32, 1, (frames * 2) % 256,
(256 - (frames % 256)) - 1, 16, 16));
break;
@ -1740,8 +1740,8 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 2) % 512, 512 - (frames % 512) - 1, 128, 128, 1,
512 - ((frames * 2) % 512) - 1, 0, 64, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 2) % 512, 512 - (frames % 512) - 1, 128,
128, 1, 512 - ((frames * 2) % 512) - 1, 0, 64, 64));
Matrix_Push();
Matrix_RotateY(0.0f, MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
@ -1784,7 +1784,8 @@ void DemoEffect_DrawFireBall(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_XLU_DISP++, play->billboardMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 32, 1, 0, 128 - ((frames * 20) % 128) - 1, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 32, 1, 0,
128 - ((frames * 20) % 128) - 1, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, gCreationFireBallDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 2723);
}
@ -1814,10 +1815,10 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
}
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 4) % 512, 0, 128, 64, 1, (frames * 2) % 256,
512 - ((frames * 70) % 512) - 1, 64, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 4) % 512, 0, 128, 64, 1,
(frames * 2) % 256, 512 - ((frames * 70) % 512) - 1, 64, 32));
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 96, 1, (frames * 10) % 256,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 96, 1, (frames * 10) % 256,
256 - ((frames * 30) % 512) - 1, 8, 32));
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, this->primXluColor[0], this->primXluColor[1], this->primXluColor[2],
255);
@ -1926,8 +1927,8 @@ void DemoEffect_DrawLgtShower(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2927),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 5) % 1024, 0, 256, 64, 1, (frames * 10) % 128,
512 - ((frames * 50) % 512), 32, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 1024, 0, 256, 64, 1,
(frames * 10) % 128, 512 - ((frames * 50) % 512), 32, 16));
gSPDisplayList(POLY_XLU_DISP++, gEnliveningLightDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 2942);
}
@ -1948,8 +1949,8 @@ void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play2) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2963),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 5) % 64, 512 - ((frames * 2) % 512) - 1, 16, 128, 1, 0,
0, 8, 1024));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 64, 512 - ((frames * 2) % 512) - 1,
16, 128, 1, 0, 0, 8, 1024));
gSPDisplayList(POLY_XLU_DISP++, gGoldenGoddessLightRingDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 2978);
@ -1975,8 +1976,8 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3011),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 256 - ((frames * 4) % 256) - 1, 64, 64, 1, 0,
256 - ((frames * 2) % 256) - 1, 64, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 256 - ((frames * 4) % 256) - 1, 64, 64,
1, 0, 256 - ((frames * 2) % 256) - 1, 64, 32));
vertices[86].n.a = vertices[87].n.a = vertices[88].n.a = vertices[89].n.a = vertices[92].n.a =
vertices[93].n.a = vertices[94].n.a = vertices[95].n.a = (s8)this->triforceSpot.lightColumnOpacity;
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 180, 255, 255, this->triforceSpot.lightColumnOpacity);
@ -1997,7 +1998,8 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3053),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 16, 1, 0, 0, 16, 8));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 160, this->triforceSpot.triforceSpotOpacity);
gDPSetEnvColor(POLY_XLU_DISP++, 170, 140, 0, 255);
gSPDisplayList(POLY_XLU_DISP++, gTriforceDL);
@ -2008,7 +2010,8 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3085),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 8, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 16, 1, 0, 0, 16, 8));
gSPSegment(POLY_OPA_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
gDPSetPrimColor(POLY_OPA_DISP++, 128, 128, 255, 255, 160, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 170, 140, 0, 255);
gSPDisplayList(POLY_OPA_DISP++, gTriforceDL);
@ -2048,8 +2051,9 @@ s32 DemoEffect_OverrideLimbDrawTimeWarp(PlayState* play, SkelCurve* skelCurve, s
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, 170, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 6) % 1024, 256 - ((frames * 16) % 256) - 1, 256, 64, 1,
(frames * 4) % 512, 128 - ((frames * 12) % 128) - 1, 128, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 6) % 1024,
256 - ((frames * 16) % 256) - 1, 256, 64, 1, (frames * 4) % 512,
128 - ((frames * 12) % 128) - 1, 128, 32));
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_effect.c", 3172);
if (limbIndex == 0) {

View File

@ -295,16 +295,17 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 5, frames * -10, 0x20, 0x20, 1, frames * 5,
frames * -10, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierOrbDL);
Matrix_Pop();
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 50, 0, 100, 255);
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, frames, frames, 0x20, 0x20));
gSPSegment(
POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, frames, frames, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierFloorDL);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, sEnergyColors[colorIndex + 0], sEnergyColors[colorIndex + 1],
@ -312,8 +313,8 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
gDPSetEnvColor(POLY_XLU_DISP++, sEnergyColors[colorIndex + 3], sEnergyColors[colorIndex + 4],
sEnergyColors[colorIndex + 5], 128);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 5, frames * -10, 0x20, 0x20, 1, frames * 5,
frames * -10, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x40));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierEnergyDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 696);
}
@ -331,8 +332,8 @@ void DemoKekkai_DrawTowerBarrier(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 255, 170, 255, 255);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 2, scroll * -4, 0x20, 0x40, 1, scroll * 2, scroll * -4,
0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * -4, 0x20, 0x40, 1, scroll * 2,
scroll * -4, 0x20, 0x40));
gSPDisplayList(POLY_XLU_DISP++, gTowerBarrierDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 722);
}

View File

@ -112,12 +112,14 @@ void DemoShd_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, D_809932D0);
if (this->unk_14C & 1) {
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, D_80993390);
} else if (this->unk_14C & 2) {
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0x3FF - ((unk_14E * 5) & 0x3FF), 16,
256, 1, 0, 255 - ((unk_14E * 5) & 255), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, D_809934B8);
}

View File

@ -137,7 +137,7 @@ s32 DemoTreLgt_OverrideLimbDraw(PlayState* play, SkelCurve* skelCurve, s32 limbI
OPEN_DISPS(play->state.gfxCtx, "../z_demo_tre_lgt.c", 423);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * 2) % 256, 0, 64, 32, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * 2) % 256, 0, 64, 32, 1,
(play->state.frames * -2) % 256, 0, 64, 32));
if (limbIndex == 1) {

View File

@ -967,9 +967,9 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
Matrix_Push();
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, spEC & 0xFF, -((s16)(this->unk_19C + this->unk_19C) & 511),
0x100, 0x100, 1, spEC & 0xFF, -((s16)(this->unk_19C + this->unk_19C) & 511), 0x100,
0x100));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, spEC & 0xFF,
-((s16)(this->unk_19C + this->unk_19C) & 511), 0x100, 0x100, 1, spEC & 0xFF,
-((s16)(this->unk_19C + this->unk_19C) & 511), 0x100, 0x100));
Matrix_Translate(0.0f, this->unk_194 * 230.0f, 0.0f, MTXMODE_APPLY);
xzScale = (((f32)this->unk_1AE * spE8) / 100.0f) + 1.0f;
@ -1004,8 +1004,8 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
spEC *= 2;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, spEC & 0xFF, -((s16)this->unk_19C & 511), 0x100, 0x100, 1,
spEC & 0xFF, -((s16)this->unk_19C & 511), 0x100, 0x100));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, spEC & 0xFF, -((s16)this->unk_19C & 511),
0x100, 0x100, 1, spEC & 0xFF, -((s16)this->unk_19C & 511), 0x100, 0x100));
Matrix_Translate(0.0f, this->unk_198 * 60.0f, 0.0f, MTXMODE_APPLY);

View File

@ -119,16 +119,16 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->unk_14C * 1, this->unk_14E * -4, 32, 64, 1,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->unk_14C * 1, this->unk_14E * -4, 32, 64, 1,
this->unk_14C * 4, this->unk_14E * -20, 64, 64));
gSPSegment(
POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, this->unk_150 * -4, 16, 128, 1, 0, this->unk_150 * 12, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, this->unk_150 * -4, 16, 128, 1, 0,
this->unk_150 * 12, 32, 32));
gSPSegment(
POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, this->unk_150 * -4, 16, 128, 1, 0, this->unk_150 * 12, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, this->unk_150 * -4, 16, 128, 1, 0,
this->unk_150 * 12, 32, 32));
Matrix_Push();
Matrix_Scale(0.8f, 0.8f, 0.8f, MTXMODE_APPLY);

View File

@ -484,9 +484,9 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
Matrix_Push();
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809B8118[this->actor.params]));
gSPSegment(
POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
(play->gameplayFrames * -10) % 128, 32, 32));
for (i = 0; i < 14; i++, mtx++) {
Matrix_Translate(this->unk_158[i].x, this->unk_158[i].y, this->unk_158[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_2A8[i].x, this->unk_2A8[i].y, this->unk_2A8[i].z, MTXMODE_APPLY);
@ -510,7 +510,7 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
} else {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 2) % 128,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->gameplayFrames * 2) % 128,
(play->gameplayFrames * 2) % 128, 32, 32, 1, (play->gameplayFrames * -5) % 128,
(play->gameplayFrames * -5) % 128, 32, 32));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);

View File

@ -1327,7 +1327,7 @@ void EnBb_Draw(Actor* thisx, PlayState* play) {
if (this->actor.params != ENBB_WHITE) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
((play->gameplayFrames + (this->flameScrollMod * 10)) *
(-20 - (this->flameScrollMod * -2))) %
0x200,

View File

@ -156,8 +156,9 @@ void EnBlkobj_Draw(Actor* thisx, PlayState* play) {
gameplayFrames = play->gameplayFrames % 128;
gSPSegment(POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames, 0, 32, 32, 1, gameplayFrames, 0, 32, 32));
gSPSegment(
POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, 0, 32, 32, 1, gameplayFrames, 0, 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_blkobj.c", 363),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -815,8 +815,9 @@ s32 EnBw_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
EnBw* this = (EnBw*)thisx;
if (limbIndex == 1) {
gSPSegment((*gfx)++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x20, 1, 0, this->unk_23A, 0x20, 0x20));
gSPSegment(
(*gfx)++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x20, 1, 0, this->unk_23A, 0x20, 0x20));
if ((this->unk_220 == 1) || (this->unk_220 == 5)) {
Matrix_Push();
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
@ -884,8 +885,8 @@ void EnBw_Draw(Actor* thisx, PlayState* play2) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (play->gameplayFrames * -20) % 0x200,
0x20, 0x80));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
(play->gameplayFrames * -20) % 0x200, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
Matrix_Scale(this->unk_248 * 0.01f, this->unk_248 * 0.01f, this->unk_248 * 0.01f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);

View File

@ -212,7 +212,8 @@ void EnBx_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809D2560[this->actor.params & 0x7F]));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
(play->gameplayFrames * -10) % 128, 32, 32));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bx.c", 478),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -957,8 +957,9 @@ void EnClearTag_DrawEffects(PlayState* play) {
128);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, (s8)effect->primColor.r, (s8)effect->primColor.g,
(s8)effect->primColor.b, (s8)effect->primColor.a);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, effect->random * -5, 32, 64, 1, 0, 0, 32, 32));
gSPSegment(
POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, effect->random * -5, 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
@ -983,9 +984,9 @@ void EnClearTag_DrawEffects(PlayState* play) {
// Draw the fire effect.
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, (s8)effect->primColor.a);
gSPSegment(
POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, (effect->random * -15) & 0xFF, 32, 64, 1, 0, 0, 32, 32));
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (effect->random * -15) & 0xFF, 32, 64,
1, 0, 0, 32, 32));
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);

View File

@ -569,8 +569,9 @@ void EnDh_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 85, 55, 0, 130);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * -3) % 0x80, 0, 0x20, 0x40, 1,
(play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100, 0x20, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * -3) % 0x80, 0, 0x20,
0x40, 1, (play->state.frames * -10) % 0x80, (play->state.frames * -20) % 0x100,
0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 0, 0, 0, this->dirtWaveAlpha);
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);

View File

@ -113,8 +113,8 @@ void EnDyExtra_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->state.frames * 2, 0, 0x20, 0x40, 1, play->state.frames,
play->state.frames * -8, 0x10, 0x10));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->state.frames * 2, 0, 0x20, 0x40, 1,
play->state.frames, play->state.frames * -8, 0x10, 0x10));
gDPPipeSync(POLY_XLU_DISP++);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dy_extra.c", 307),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View File

@ -779,7 +779,8 @@ void EnFd_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, envColors[clampedHealth / 8].r, envColors[clampedHealth / 8].g,
envColors[clampedHealth / 8].b, (u8)this->fadeAlpha);
gSPSegment(POLY_XLU_DISP++, 0x8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, 0xFF - (u8)(frames * 6), 8, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
0xFF - (u8)(frames * 6), 8, 0x40));
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x9, D_80116280);

View File

@ -268,9 +268,9 @@ void EnFdFire_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fd_fire.c", 623),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 0x8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, play->state.frames * this->tile2Y, 0x20, 0x80));
gSPSegment(POLY_XLU_DISP++, 0x8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
play->state.frames * this->tile2Y, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, primColors[((this->actor.params & 0x8000) >> 0xF)].r,
primColors[((this->actor.params & 0x8000) >> 0xF)].g,
primColors[((this->actor.params & 0x8000) >> 0xF)].b,

View File

@ -739,7 +739,7 @@ void EnFhgFire_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fhg_fire.c", 1833),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (s16)this->fwork[FHGFIRE_WARP_TEX_1_X],
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[FHGFIRE_WARP_TEX_1_X],
(s16)this->fwork[FHGFIRE_WARP_TEX_1_Y], 0x40, 0x40, 1,
(s16)this->fwork[FHGFIRE_WARP_TEX_2_X], (s16)this->fwork[FHGFIRE_WARP_TEX_2_Y],
0x40, 0x40));

View File

@ -727,7 +727,7 @@ void EnFz_Draw(Actor* thisx, PlayState* play) {
func_8002ED80(&this->actor, play, 0);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->state.frames & 0x7F, 32, 32, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->state.frames & 0x7F, 32, 32, 1, 0,
(2 * play->state.frames) & 0x7F, 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fz.c", 1183),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -874,7 +874,7 @@ void EnFz_DrawEffects(EnFz* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, effect->primAlpha);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 3 * (effect->timer + (3 * i)),
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 3 * (effect->timer + (3 * i)),
15 * (effect->timer + (3 * i)), 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);

View File

@ -524,7 +524,7 @@ void EnGb_DrawCagedSouls(EnGb* this, PlayState* play) {
s32 idx = this->cagedSouls[i].infoIdx;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
(u32)(sCagedSoulInfo[idx].timerMultiplier * this->frameTimer) % 512, 32, 128));
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sCagedSoulInfo[idx].texture));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, sCagedSoulInfo[idx].prim.r, sCagedSoulInfo[idx].prim.g,

View File

@ -601,7 +601,8 @@ void EnGs_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_gs.c", 1087),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, -frames * 0x14, 0x20, 0x80));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, -frames * 0x14,
0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);

View File

@ -521,8 +521,9 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
this->flameScroll -= 20;
this->flameScroll &= 0x1FF;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, this->flameScroll, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 200, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),

View File

@ -377,7 +377,8 @@ void EnIceHono_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->state.frames * -20) % 512, 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
(play->state.frames * -20) % 512, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 170, 255, 255, this->alpha);

View File

@ -164,7 +164,8 @@ void EnLight_Draw(Actor* thisx, PlayState* play) {
if (this->actor.params >= 0) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (this->timer * -20) & 511, 32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0, (this->timer * -20) & 511,
32, 128));
dList = gEffFire1DL;
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, flameParams->primColor.r, flameParams->primColor.g,
@ -172,7 +173,7 @@ void EnLight_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, flameParams->envColor.r, flameParams->envColor.g, flameParams->envColor.b, 0);
} else {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 32, 1, ((this->timer * 2) & 63),
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 32, 1, ((this->timer * 2) & 63),
(this->timer * -6) & 127 * 1, 16, 32));
dList = gUnusedCandleDL;

View File

@ -333,8 +333,9 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
case 0:
case 1:
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0xFF - ((u8)(s32)(this->unk_1B4 * 30) & 0xFF), 0, 0x40,
0x20, 1, 0xFF - ((u8)(s32)(this->unk_1B4 * 20) & 0xFF), 0, 8, 8));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE,
0xFF - ((u8)(s32)(this->unk_1B4 * 30) & 0xFF), 0, 0x40, 0x20, 1,
0xFF - ((u8)(s32)(this->unk_1B4 * 20) & 0xFF), 0, 8, 8));
break;
}
@ -387,8 +388,8 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->gameplayFrames * 5) & 0xFF, 0, 0x20, 0x20, 1,
(play->gameplayFrames * 20) & 0xFF, (play->gameplayFrames * phi_t1) & 0xFF, 8, 8));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->gameplayFrames * 5) & 0xFF, 0, 0x20, 0x20,
1, (play->gameplayFrames * 20) & 0xFF, (play->gameplayFrames * phi_t1) & 0xFF, 8, 8));
gSPDisplayList(POLY_XLU_DISP++, gSpinAttackChargingDL);

View File

@ -280,14 +280,15 @@ void EnMag_DrawEffectTextures(Gfx** gfxp, void* maskTex, void* effectTex, s16 ma
s16 rectHeight, u16 dsdx, u16 dtdy, u16 shifts, u16 shiftt, u16 flag, EnMag* this) {
Gfx* gfx = *gfxp;
gDPLoadMultiBlock_4b(gfx++, maskTex, 0x0000, 0, G_IM_FMT_I, maskWidth, maskHeight, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadMultiBlock_4b(gfx++, maskTex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_I, maskWidth, maskHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
if (!flag) {
gDPLoadMultiBlock(gfx++, effectTex, 0x0100, 1, G_IM_FMT_I, G_IM_SIZ_8b, effectWidth, effectHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, 5, shifts, shiftt);
gDPSetTileSize(gfx++, 1, 0, this->effectScroll & 0x7F, 0x7C, (this->effectScroll & 0x7F) + 0x7C);
gDPSetTileSize(gfx++, 1, 0, this->effectScroll & 0x7F, 31 << 2, (31 << 2) + (this->effectScroll & 0x7F));
}
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + rectWidth) << 2, (rectTop + rectHeight) << 2,
@ -471,7 +472,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxp) {
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, 312, 792, 952, 856, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gSPTextureRectangle(gfx++, 78 << 2, 198 << 2, 238 << 2, 214 << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
if (gSaveContext.fileNum == 0xFEDC) {

View File

@ -574,7 +574,7 @@ void EnNy_DrawDeathEffect(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_ny.c", 900);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0x00, 0x00, 0x00, 0xFF);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
gDPPipeSync(POLY_OPA_DISP++);
for (i = 0; i < 8; i++) {

View File

@ -2264,7 +2264,7 @@ void EnOssan_DrawCursor(PlayState* play, EnOssan* this, f32 x, f32 y, f32 z, u8
void EnOssan_DrawTextRec(PlayState* play, s32 r, s32 g, s32 b, s32 a, f32 x, f32 y, f32 z, s32 s, s32 t, f32 dx,
f32 dy) {
f32 unk;
f32 texCoordScale;
s32 ulx, uly, lrx, lry;
f32 w, h;
s32 dsdx, dtdy;
@ -2275,9 +2275,9 @@ void EnOssan_DrawTextRec(PlayState* play, s32 r, s32 g, s32 b, s32 a, f32 x, f32
w = 8.0f * z;
h = 12.0f * z;
unk = (1.0f / z) * 1024;
dsdx = unk * dx;
dtdy = dy * unk;
texCoordScale = (1.0f / z) * 1024;
dsdx = texCoordScale * dx;
dtdy = dy * texCoordScale;
ulx = (x - w) * 4.0f;
uly = (y - h) * 4.0f;

View File

@ -777,9 +777,9 @@ void EnPoField_DrawFlame(EnPoField* this, PlayState* play) {
if (this->flameTimer != 0) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_po_field.c", 1669);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (play->gameplayFrames * -20) % 512, 32, 128));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
(play->gameplayFrames * -20) % 512, 32, 128));
sp4C = this->flameScale * 85000.0f;
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, sp4C);
Matrix_Translate(this->flamePosition.x, this->flamePosition.y, this->flamePosition.z, MTXMODE_NEW);
@ -985,7 +985,7 @@ void EnPoField_DrawSoul(Actor* thisx, PlayState* play) {
} else {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
(play->gameplayFrames * info->unk_9) & 0x1FF, 0x20, 0x80));
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(info->soulTexture));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, info->primColor.r, info->primColor.g, info->primColor.b,

View File

@ -1372,8 +1372,8 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_OPA_DISP++, gPoSistersTorchDL);
}
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (play->gameplayFrames * -20) % 512, 0x20,
0x80));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
(play->gameplayFrames * -20) % 512, 0x20, 0x80));
gDPSetEnvColor(POLY_XLU_DISP++, temp_s1->r, temp_s1->g, temp_s1->b, temp_s1->a);
if (this->actionFunc == func_80ADB17C) {
if (this->unk_19A < 32) {

View File

@ -1184,7 +1184,7 @@ void EnPoh_DrawSoul(Actor* thisx, PlayState* play) {
} else {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
(this->visibilityTimer * this->info->unk_8) % 512U, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, this->info->primColor.r, this->info->primColor.g,
this->info->primColor.b, this->lightColor.a);

View File

@ -854,8 +854,9 @@ void EnRr_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x0C, segMtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (this->scrollTimer * 0) & 0x7F, (this->scrollTimer * 0) & 0x3F,
32, 16, 1, (this->scrollTimer * 0) & 0x3F, (this->scrollTimer * -6) & 0x7F, 32, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (this->scrollTimer * 0) & 0x7F,
(this->scrollTimer * 0) & 0x3F, 32, 16, 1, (this->scrollTimer * 0) & 0x3F,
(this->scrollTimer * -6) & 0x7F, 32, 16));
Matrix_Push();
Matrix_Scale((1.0f + this->bodySegs[RR_BASE].scaleMod.x) * this->bodySegs[RR_BASE].scale.x,

View File

@ -289,7 +289,8 @@ void EnSiofuki_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
x = gameplayFrames * 15;
y = gameplayFrames * -15;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TwoTexScroll(play->state.gfxCtx, 0, x, y, 64, 64, 1, x, y, 64, 64));
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, x, y, 64, 64, 1, x, y, 64, 64));
gSPDisplayList(POLY_XLU_DISP++, object_siofuki_DL_000B70);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_siofuki.c", 674);

View File

@ -137,8 +137,8 @@ void EnStream_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
multipliedFrames = frames * 20;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frames * 30, -multipliedFrames, 0x40, 0x40, 1, multipliedFrames,
-multipliedFrames, 0x40, 0x40));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 30, -multipliedFrames, 0x40, 0x40, 1,
multipliedFrames, -multipliedFrames, 0x40, 0x40));
gSPDisplayList(POLY_XLU_DISP++, object_stream_DL_000950);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_stream.c", 310);
}

View File

@ -847,8 +847,8 @@ void EnViewer_DrawFireEffects(EnViewer* this2, PlayState* play) {
MTXMODE_NEW);
Matrix_Scale(this->fireEffects[i].scale, this->fireEffects[i].scale, this->fireEffects[i].scale, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0, (10 * i - 20 * play->state.frames) % 512,
32, 128));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 64, 1, 0,
(10 * i - 20 * play->state.frames) % 512, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 50, 00, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_viewer.c", 2027),

View File

@ -430,7 +430,7 @@ void EnVm_Update(Actor* thisx, PlayState* play) {
}
this->actionFunc(this, play);
this->beamTexScroll += 0xC;
this->beamTexScroll += 3 << 2;
if (this->actor.colChkInfo.health != 0 && this->unk_21C != 2) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BIMOS_ROLL_HEAD - SFX_FLAG);

View File

@ -1237,8 +1237,8 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 40, 90, 80, effect->alpha);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, effect->timer + (i * 3), (effect->timer + (i * 3)) * 5,
32, 64, 1, 0, 0, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, effect->timer + (i * 3),
(effect->timer + (i * 3)) * 5, 32, 64, 1, 0, 0, 32, 32));
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
@ -1379,8 +1379,8 @@ void Fishing_DrawStreamSplash(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_fishing.c", 2572);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->gameplayFrames * 1, play->gameplayFrames * 8, 32, 64, 1,
-(play->gameplayFrames * 2), 0, 16, 16));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames * 1, play->gameplayFrames * 8,
32, 64, 1, -(play->gameplayFrames * 2), 0, 16, 16));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 195, 225, 235, 50);

View File

@ -230,8 +230,9 @@ void MagicDark_DiamondDraw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 170, 255, 255, (s32)(this->primAlpha * 0.6f) & 0xFF);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 128);
gSPDisplayList(POLY_XLU_DISP++, sDiamondMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, gameplayFrames * 2, gameplayFrames * -4,
32, 32, 1, 0, gameplayFrames * -16, 64, 32));
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames * 2, gameplayFrames * -4,
32, 32, 1, 0, gameplayFrames * -16, 64, 32));
gSPDisplayList(POLY_XLU_DISP++, sDiamondModelDL);
}

View File

@ -246,10 +246,10 @@ void MagicFire_Draw(Actor* thisx, PlayState* play) {
G_TX_NOMIRROR | G_TX_WRAP, 6, 6, 15, G_TX_NOLOD);
gDPSetTile(POLY_XLU_DISP++, G_IM_FMT_I, G_IM_SIZ_8b, 8, 0, 1, 0, G_TX_NOMIRROR | G_TX_WRAP, 6, 14,
G_TX_NOMIRROR | G_TX_WRAP, 6, 14);
gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 252, 252);
gDPSetTileSize(POLY_XLU_DISP++, 1, 0, 0, 63 << 2, 63 << 2);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 2) % 512,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (gameplayFrames * 2) % 512,
511 - ((gameplayFrames * 5) % 512), 64, 64, 1, (gameplayFrames * 2) % 256,
255 - ((gameplayFrames * 20) % 256), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, sModelDL);

View File

@ -150,14 +150,14 @@ s32 MagicWind_OverrideLimbDraw(PlayState* play, SkelCurve* skelCurve, s32 limbIn
if (limbIndex == 1) {
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * 9) & 0xFF,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * 9) & 0xFF,
0xFF - ((play->state.frames * 0xF) & 0xFF), 0x40, 0x40, 1,
(play->state.frames * 0xF) & 0xFF, 0xFF - ((play->state.frames * 0x1E) & 0xFF),
0x40, 0x40));
} else if (limbIndex == 2) {
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (play->state.frames * 3) & 0xFF,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (play->state.frames * 3) & 0xFF,
0xFF - ((play->state.frames * 5) & 0xFF), 0x40, 0x40, 1,
(play->state.frames * 6) & 0xFF, 0xFF - ((play->state.frames * 0xA) & 0xFF), 0x40,
0x40));

View File

@ -160,7 +160,8 @@ void ObjDekujr_Draw(Actor* thisx, PlayState* play) {
frameCount = play->state.frames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, frameCount % 128, 0, 32, 32, 1, frameCount % 128, 0, 32, 32));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frameCount % 128, 0, 32, 32, 1, frameCount % 128,
0, 32, 32));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_dekujr.c", 399),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_dekujr_DL_0032D8);

View File

@ -200,7 +200,7 @@ void ObjIcePoly_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_ice_poly.c", 428),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames % 0x100, 0x20, 0x10, 1, 0,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames % 0x100, 0x20, 0x10, 1, 0,
(play->gameplayFrames * 2) % 0x100, 0x40, 0x20));
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, this->alpha);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);

View File

@ -780,8 +780,8 @@ void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, this->crystalColor.r, this->crystalColor.g, this->crystalColor.b, 128);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->x1TexScroll, this->y1TexScroll, 0x20, 0x20, 1,
this->x2TexScroll, this->y2TexScroll, 0x20, 0x20));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->x1TexScroll, this->y1TexScroll, 0x20, 0x20,
1, this->x2TexScroll, this->y2TexScroll, 0x20, 0x20));
gSPDisplayList(POLY_OPA_DISP++, opaDLists[subType]);
CLOSE_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1533);

View File

@ -286,8 +286,8 @@ void ObjSyokudai_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0, (this->flameTexScroll * -20) & 0x1FF,
0x20, 0x80));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0,
(this->flameTexScroll * -20) & 0x1FF, 0x20, 0x80));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);

View File

@ -941,8 +941,9 @@ void ObjectKankyo_DrawBeams(Actor* thisx, PlayState* play2) {
gDPSetEnvColor(POLY_XLU_DISP++, sBeamEnvColors[i].r, sBeamEnvColors[i].g, sBeamEnvColors[i].b, 128);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 1586), G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, play->state.frames * 5, play->state.frames * 10, 32,
64, 1, play->state.frames * 5, play->state.frames * 10, 32, 64));
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->state.frames * 5,
play->state.frames * 10, 32, 64, 1, play->state.frames * 5,
play->state.frames * 10, 32, 64));
gSPDisplayList(POLY_XLU_DISP++, gDemoKekkaiDL_005FF0);
}
}

View File

@ -156,8 +156,8 @@ void OceffSpot_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_spot.c", 469),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sCylinderMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 2, scroll * (-2), 32, 32, 1, 0,
scroll * (-8), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * (-2), 32,
32, 1, 0, scroll * (-8), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, sCylinderModelDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_spot.c", 485);

View File

@ -137,10 +137,10 @@ void OceffStorm_Draw2(Actor* thisx, PlayState* play) {
gDPSetColorDither(POLY_XLU_DISP++, G_CD_NOISE);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 200, 200, 150, this->primColorAlpha);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 8, scroll * 4, 64, 64, 1,
scroll * 4, scroll * 4, 64, 64));
gSPTextureRectangle(POLY_XLU_DISP++, 0, 0, (SCREEN_WIDTH << 2), (SCREEN_HEIGHT << 2), G_TX_RENDERTILE, 0, 0, 140,
(1 << 15) | (31 << 10) | 884);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 8, scroll * 4, 64,
64, 1, scroll * 4, scroll * 4, 64, 64));
gSPTextureRectangle(POLY_XLU_DISP++, 0, 0, SCREEN_WIDTH << 2, SCREEN_HEIGHT << 2, G_TX_RENDERTILE, 0, 0,
(s32)(0.13671875 * (1 << 10)), (s32)(-0.13671875 * (1 << 10)));
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_storm.c", 477);
}
@ -166,8 +166,8 @@ void OceffStorm_Draw(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sCylinderMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 4, (0 - scroll) * 8, 32, 32, 1,
scroll * 8, (0 - scroll) * 12, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 4, (0 - scroll) * 8,
32, 32, 1, scroll * 8, (0 - scroll) * 12, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, sCylinderModelDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_storm.c", 512);

View File

@ -120,8 +120,8 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
}
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0 - scroll, scroll * (-2), 32, 32, 1,
0 - scroll, scroll * (-2), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 - scroll, scroll * (-2), 32,
32, 1, 0 - scroll, scroll * (-2), 32, 32));
gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe.c", 398);

View File

@ -102,8 +102,8 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 100, 0, 128);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 6, scroll * (-6), 64, 64, 1,
scroll * (-6), 0, 64, 64));
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 6, scroll * (-6), 64,
64, 1, scroll * (-6), 0, 64, 64));
gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe2.c", 417);

View File

@ -103,8 +103,8 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 128);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 12, scroll * (-12), 64, 64, 1,
scroll * 8, scroll * (-8), 64, 64));
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 12, scroll * (-12),
64, 64, 1, scroll * 8, scroll * (-8), 64, 64));
gSPDisplayList(POLY_XLU_DISP++, sFrustumDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe3.c", 370);

View File

@ -105,8 +105,8 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
}
gSPDisplayList(POLY_XLU_DISP++, sMaterial2DL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, 0, scroll * 2, scroll * (-2), 32, 64, 1,
scroll * (-1), scroll, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * (-2), 32,
64, 1, scroll * (-1), scroll, 32, 32));
gSPDisplayList(POLY_XLU_DISP++, &sMaterial2DL[11]);
CLOSE_DISPS(play->state.gfxCtx, "../z_oceff_wipe4.c", 344);

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