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https://github.com/HarbourMasters/Shipwright
synced 2026-09-13 05:24:58 -04:00
test model v1
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@@ -56,6 +56,9 @@ static const ALIGN_ASSET(2) char gTriforcePiece2DL[] = dgTriforcePiece2DL;
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#define dgTriforcePieceCompletedDL "__OTR__objects/object_triforce_completed/gTriforcePieceCompletedDL"
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static const ALIGN_ASSET(2) char gTriforcePieceCompletedDL[] = dgTriforcePieceCompletedDL;
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#define dgBossSoulSkullDL "__OTR__objects/object_gi_boss_soul/gGIBossSoulSkullDL"
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static const ALIGN_ASSET(2) char gBossSoulSkullDL[] = dgBossSoulSkullDL;
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// overlays
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#define dgOptionsDividerChangeLangVtx "__OTR__overlays/ovl_file_choose/gOptionsDividerChangeLangVtx"
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static const ALIGN_ASSET(2) char gOptionsDividerChangeLangVtx[] = dgOptionsDividerChangeLangVtx;
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@@ -274,25 +274,32 @@ extern "C" void Randomizer_DrawBossSoul(PlayState* play, GetItemEntry* getItemEn
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{ 80, 80, 80 }, // Ganon's Castle
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};
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OPEN_DISPS(play->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 8, (uintptr_t)Gfx_TwoTexScroll(
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play->state.gfxCtx, 0, 0 * (play->state.frames * 0),
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0 * (play->state.frames * 0), 16, 32, 1, 1 * (play->state.frames * 1),
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-1 * (play->state.frames * 8), 16, 32
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));
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Matrix_Push();
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Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY);
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Matrix_Scale(3.0f, 3.0f, 3.0f, MTXMODE_APPLY);
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Matrix_ReplaceRotation(&play->billboardMtxF);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPSetGrayscaleColor(POLY_XLU_DISP++, colors[slot][0], colors[slot][1], colors[slot][2], 255);
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gSPGrayscale(POLY_XLU_DISP++, true);
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gSPDisplayList(POLY_XLU_DISP++, (Gfx*)gGiBlueFireFlameDL);
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gSPGrayscale(POLY_XLU_DISP++, false);
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Matrix_Pop();
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gSPDisplayList(POLY_XLU_DISP++, (Gfx*)gBossSoulSkullDL);
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// TODO Add flame as backdrop for test model?
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// Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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// gSPSegment(POLY_XLU_DISP++, 8, (uintptr_t)Gfx_TwoTexScroll(
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// play->state.gfxCtx, 0, 0 * (play->state.frames * 0),
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// 0 * (play->state.frames * 0), 16, 32, 1, 1 * (play->state.frames * 1),
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// -1 * (play->state.frames * 8), 16, 32
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// ));
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// Matrix_Push();
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// gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
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// G_MTX_MODELVIEW | G_MTX_LOAD);
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// //Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY);
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// //Matrix_Scale(5.0f, 5.0f, 5.0f, MTXMODE_APPLY);
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// Matrix_ReplaceRotation(&play->billboardMtxF);
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// gDPSetGrayscaleColor(POLY_XLU_DISP++, colors[slot][0], colors[slot][1], colors[slot][2], 255);
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// gSPGrayscale(POLY_XLU_DISP++, true);
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// gSPDisplayList(POLY_XLU_DISP++, (Gfx*)gGiBlueFireFlameDL);
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// gSPGrayscale(POLY_XLU_DISP++, false);
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// Matrix_Pop();
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CLOSE_DISPS(play->state.gfxCtx);
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