mirror of
https://github.com/BanjoRecomp/BanjoRecomp
synced 2026-05-23 06:34:20 -04:00
Increase amount of rain and weather effects. (#24)
* Increase amount of rain and weather effects. * Update weather and snow to be able to revert to vanilla behavior under demo playback.
This commit is contained in:
@@ -0,0 +1,17 @@
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#include "patches.h"
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extern s32 getGameMode(void);
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// @recomp Check whether the game is currently on a mode that uses demo playback instead of the player's inputs.
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bool recomp_in_demo_playback_game_mode() {
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switch (getGameMode()) {
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case GAME_MODE_6_FILE_PLAYBACK:
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case GAME_MODE_7_ATTRACT_DEMO:
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case GAME_MODE_8_BOTTLES_BONUS:
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case GAME_MODE_A_SNS_PICTURE:
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case GAME_MODE_9_BANJO_AND_KAZOOIE:
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return TRUE;
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default:
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return FALSE;
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}
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}
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+19
-9
@@ -26,13 +26,16 @@ extern void func_802F8FFC(void);
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extern void func_8033BD20(BKModelBin **arg0);
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extern s32 globalTimer_getTime(void);
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#define SNOW_PARTICLE_COUNT 256
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#define SNOW_PARTICLE_COUNT_ORIGINAL 100
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#define SNOW_PARTICLE_COUNT_EXPANDED 256
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#define SNOW_SKIP_INTERPOLATION_MASK 0x8000
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u16 snowIDArray[SNOW_PARTICLE_COUNT];
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u16 snowIDQueue[SNOW_PARTICLE_COUNT];
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u16 snowIDArray[SNOW_PARTICLE_COUNT_EXPANDED];
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u16 snowIDQueue[SNOW_PARTICLE_COUNT_EXPANDED];
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u16 snowIDQueueCount = 0;
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struct4Ds snowData[SNOW_PARTICLE_COUNT];
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struct4Ds snowData[SNOW_PARTICLE_COUNT_EXPANDED];
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extern bool recomp_in_demo_playback_game_mode();
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// @recomp Patched to initialize the ID queue for snow particles.
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RECOMP_PATCH void func_802F9054(void) {
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@@ -46,7 +49,7 @@ RECOMP_PATCH void func_802F9054(void) {
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D_80369288 = assetcache_get(0x8a1); //2D_light
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// @recomp Initialize the snow ID queue.
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while (snowIDQueueCount < SNOW_PARTICLE_COUNT) {
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while (snowIDQueueCount < SNOW_PARTICLE_COUNT_EXPANDED) {
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snowIDQueue[snowIDQueueCount] = snowIDQueueCount;
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snowIDQueueCount++;
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}
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@@ -132,8 +135,10 @@ RECOMP_PATCH void func_802F919C(void) {
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}
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if (D_80369280->unk18 == 1) {
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// @recomp Patched to use the count from the macro instead and spawn multiple snow particles at once.
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u32 particlesToSpawn = 2;
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while (D_80369284 < SNOW_PARTICLE_COUNT && particlesToSpawn > 0) {
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the demo's result.
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u32 snowParticleLimit = recomp_in_demo_playback_game_mode() ? SNOW_PARTICLE_COUNT_ORIGINAL : SNOW_PARTICLE_COUNT_EXPANDED;
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u32 particlesToSpawn = recomp_in_demo_playback_game_mode() ? 1 : 2;
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while (D_80369284 < snowParticleLimit && particlesToSpawn > 0) {
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sp40 = D_80369280->unk1C + D_80369284;
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// @recomp Assign a new ID to this particle. Also mark it to skip interpolation.
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@@ -153,7 +158,10 @@ RECOMP_PATCH void func_802F919C(void) {
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}
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// @recomp Use the full 360 degrees instead.
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var_f20 = 180.0f;
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the demo's result.
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if (!recomp_in_demo_playback_game_mode()) {
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var_f20 = 180.0f;
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}
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, viewport_getYaw() + randf2(-var_f20, var_f20));
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sp4C[0] += D_80381040[0];
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@@ -184,7 +192,9 @@ RECOMP_PATCH bool func_802F989C(Gfx **gfx, Mtx **mtx, f32 arg2[3]) {
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&& (arg2[1] > -200.0f)
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&& ((-17000.0f < D_80381070[2]) && (D_80381070[2] < 17000.0f))
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// @recomp Remove frustum check.
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//&& viewport_func_8024DB50(arg2, D_8038108C, aspect_ratio_scale)
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the demo's result.
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//&& viewport_func_8024DB50(arg2, D_8038108C)
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&& (!recomp_in_demo_playback_game_mode() || viewport_func_8024DB50(arg2, D_8038108C))
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) {
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func_80251B5C(D_80381070[0], D_80381070[1], D_80381070[2]);
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mlMtxApply(*mtx);
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@@ -102,6 +102,11 @@
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#define WEATHER_PARTICLE_ID_COUNT 256
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#define WEATHER_PARTICLE_ID_MAX 0x8000
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// Rain Particles: 0x30800000 - 0x31000000
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#define RAIN_PARTICLE_TRANSFORM_ID_START 0x30800000
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#define RAIN_PARTICLE_ID_COUNT 256
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#define RAIN_PARTICLE_ID_MAX 0x8000
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// Markers: 0x10000000 - 0x1FFFFFFF
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#define BANJO_TRANSFORM_ID_START 0x10000000
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#define MARKER_TRANSFORM_ID_START (BANJO_TRANSFORM_ID_START + MARKER_TRANSFORM_ID_COUNT)
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+179
-1
@@ -5,8 +5,13 @@
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extern s32 func_8033A170(void);
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extern struct6s *D_80381030;
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extern struct3s *D_80381034;
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u32 weather_particle_spawn_count = 0;
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extern bool recomp_in_demo_playback_game_mode();
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u32 get_weather_particle_id(struct5s *p) {
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u8 *padding = p->pad35;
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u32 id = (padding[0] << 16) | (padding[1] << 8) | (padding[2] << 0);
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@@ -48,6 +53,14 @@ RECOMP_PATCH void func_802F87B0(struct6s *this) {
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else {
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, camRot[1] + randf2(-70.0f, 70.0f));
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}//L802F88F0
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// @recomp Force particles to spawn 360 degrees around the player at all times.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the
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// demo's result.
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if (!recomp_in_demo_playback_game_mode()) {
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, randf2(0.0f, 360.0f));
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}
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sp4C[0] += plyrPos[0];
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sp4C[1] += plyrPos[1];
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sp4C[2] += plyrPos[2];
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@@ -81,6 +94,28 @@ RECOMP_PATCH void func_802F87B0(struct6s *this) {
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if (weather_particle_spawn_count >= WEATHER_PARTICLE_ID_MAX) {
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weather_particle_spawn_count = 0;
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}
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// @recomp Increase the spawn rate of the particles by calling the function recursively again.
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// Infinite recursion is prevented by keeping track of the current recursion depth. To control
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// the frequency of the spawn rate, an additional counter is used to spawn an extra particle
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// every N amount of frames.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the
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// demo's result.
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if (!recomp_in_demo_playback_game_mode()) {
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const u32 spawn_rate_frequency = 2;
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static u32 recursion_depth = 0;
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if (recursion_depth == 0) {
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static u32 spawn_rate_counter = 0;
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spawn_rate_counter++;
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if (spawn_rate_counter == spawn_rate_frequency) {
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recursion_depth++;
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func_802F87B0(this);
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recursion_depth--;
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spawn_rate_counter = 0;
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}
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}
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}
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}
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// @recomp Patched to tag the weather effect for interpolation.
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@@ -101,4 +136,147 @@ RECOMP_PATCH void func_802F8A90(struct6s *this, Gfx **gdl, Mtx **mptr, Vtx **vpt
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iPtr->unk34 = func_8033A170();
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}
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}
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}
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// @recomp Patched to increase capacity of the weather effect vector.
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RECOMP_PATCH struct6s *func_802F7C38(void) {
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if (D_80381030 == NULL) {
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// @recomp Increase capacity of the weather effect vector to accomodate for more particles on screen.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the
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// demo's result.
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//D_80381030 = func_802F8BE0(50); //new CCW weather
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D_80381030 = func_802F8BE0(recomp_in_demo_playback_game_mode() ? 50 : 250);
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}
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return D_80381030;
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}
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u32 rain_particle_spawn_count = 0;
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u32 get_rain_particle_id(struct4s *p) {
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u8 *padding = p->pad19;
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u32 id = (padding[0] << 16) | (padding[1] << 8) | (padding[2] << 0);
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return id;
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}
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void set_rain_particle_id(struct4s *p, u32 id) {
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u8 *padding = p->pad19;
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padding[0] = (id >> 16) & 0xFF;
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padding[1] = (id >> 8) & 0xFF;
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padding[2] = (id >> 0) & 0xFF;
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}
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// @recomp Patched to assign an interpolation ID to the rain particle when it's created.
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RECOMP_PATCH void func_802F7EB0(struct3s *this) {
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f32 plyrPos[3]; //sp74
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f32 camNorm[3]; //sp68
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f32 camRot[3]; //sp5C
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s32 i;
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f32 tmpf;
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struct4s *sp50;
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f32 sp4C[3];
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if (vector_size(this->unk20) >= this->unk24)
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return;
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player_getPosition(plyrPos);
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viewport_getLookVector(camNorm);
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viewport_getRotation_vec3f(camRot);
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sp50 = vector_pushBackNew(&this->unk20);
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tmpf = randf2(50.0f, 1100.0f);
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sp4C[0] = 0.0f;
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sp4C[1] = randf2(200.0f, 300.0f);
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sp4C[2] = -tmpf;
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if (gu_sqrtf(this->unk10[0] * this->unk10[0] + this->unk10[1] * this->unk10[1] + this->unk10[2] * this->unk10[2]) < 5.0f) {
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, randf2(0.0f, 360.0f));
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}
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else {
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, camRot[1] + randf2(-70.0f, 70.0f));
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}
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// @recomp Force particles to spawn 360 degrees around the player at all times.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the
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// demo's result.
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if (!recomp_in_demo_playback_game_mode()) {
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, randf2(0.0f, 360.0f));
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}
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sp4C[0] = plyrPos[0] + sp4C[0];
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sp4C[1] = plyrPos[1] + sp4C[1];
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sp4C[2] = plyrPos[2] + sp4C[2];
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if (tmpf < 550.0)
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for (i = 0; (i < 0xa) && viewport_isPointPlane_3f(sp4C[0], sp4C[1] - 10.0f, sp4C[2]); i++) {
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sp4C[1] += 100.0f;
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}
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sp50->unk0[0] = sp4C[0];
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sp50->unk0[1] = sp4C[1];
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sp50->unk0[2] = sp4C[2];
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sp50->unkC[0] = 0.0f;
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sp50->unkC[1] = randf2(-1600.0f, -1500.0f);
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sp50->unkC[2] = 0.0f;
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// @recomp Set the rain particle's ID based on the particle spawn count and increment it.
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set_rain_particle_id(sp50, rain_particle_spawn_count++);
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if (rain_particle_spawn_count >= RAIN_PARTICLE_ID_MAX) {
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rain_particle_spawn_count = 0;
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}
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// @recomp Increase the spawn rate of the particles by calling the function recursively again.
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// Infinite recursion is prevented by keeping track of the current recursion depth. To control
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// the frequency of the spawn rate, an additional counter is used to spawn an extra particle
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// every N amount of frames.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the
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// demo's result.
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if (!recomp_in_demo_playback_game_mode()) {
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const u32 spawn_rate_frequency = 2;
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static u32 recursion_depth = 0;
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if (recursion_depth == 0) {
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static u32 spawn_rate_counter = 0;
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spawn_rate_counter++;
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if (spawn_rate_counter == spawn_rate_frequency) {
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recursion_depth++;
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func_802F7EB0(this);
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recursion_depth--;
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spawn_rate_counter = 0;
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}
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}
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}
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}
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// @recomp Patched to tag the rain particle for interpolation.
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RECOMP_PATCH void func_802F8110(struct3s *this, Gfx **gdl, Mtx **mptr, u32 arg3) {
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struct4s *startPtr; //sp4c
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struct4s *endPtr;
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struct4s *iPtr;
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startPtr = vector_getBegin(this->unk20);
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endPtr = vector_getEnd(this->unk20);
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for (iPtr = startPtr; iPtr < endPtr; iPtr++) {
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modelRender_setDepthMode(MODEL_RENDER_DEPTH_COMPARE);
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// @recomp Set the model transform ID before drawing the rain particle.
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cur_drawn_model_transform_id = RAIN_PARTICLE_TRANSFORM_ID_START + RAIN_PARTICLE_ID_COUNT * get_rain_particle_id(iPtr);
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modelRender_draw(gdl, mptr, iPtr, 0, 1.0f, 0, this->unk2C);
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// @recomp Clear the model transform ID after drawing the rain particle.
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cur_drawn_model_transform_id = 0;
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iPtr->unk18 = func_8033A170();
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}
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}
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// @recomp Patched to increase the capacity of the rain particle vector.
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RECOMP_PATCH struct3s *func_802F7C7C(void) {
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if (D_80381034 == NULL) {
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// @recomp Increase capacity of the rain particle vector to accomodate for more droplets on screen.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the
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// demo's result.
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//D_80381034 = func_802F8264(30); //rain
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D_80381034 = func_802F8264(recomp_in_demo_playback_game_mode() ? 30 : 300);
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}
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return D_80381034;
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}
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