mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-29 17:32:39 -04:00
make some texture more flexible and editable + port documentation from the decomp + fix some bug (#309)
* support a more flexible background * remove useless function * rename of some font * experimental png * migrate to the new initdata * fix skybox and adjust minimap * format in audio * simplify player render * simplify shell render and support custom texture of shell * clean redshell texture * format and multiple fix * some update of name * allow change icon of character * more rename * continue rename * more documentation and simplification * change lus and continue rename * continue rename * few fix for asan * fix ghost * Update menu_items.c * fix mac error * some test of tweak for texture * some tweak * some button constant * finish fix ghost * Update menu_items.c * Update render_objects.c * Update menu_items.c * Update libultraship * Update libultraship * Delete valgrind.report * Update libultraship * callgrind benchmark * Update valgrind_callgrind.sh * fix animation * some rename * remove useless submodule * Update libultraship * fix assets * fix mistake * fix more mistake * Update menu_items.c * sync more rename with the decom + fix review * fix a mistake * fix more mistake * re add the limit of fps * fix some hd texture and minimap * fix a name * Update menu_items.c * fix a regression * fix some segment 5 texture (not all) * Update camera.c * improve performance of custom sprite * fix flatten bug and add documentation on player vertex * Update render_player.c * fix data menu * fix trophy for 50 and 150 * Update memory.c * Update code_80057C60.c * fix ghost * fix boo tlut * fix a mistake in yaml * fix yaml * Update common_data.yml * add comment for segment 3 * allow even more change in texture * Update common_data.yml * Update update.inc.c * Update camera.c * Update some_data.c * wip changes * Update other_textures.yml * More changes * Update update_objects.c * Fix compile * Update memory.c * Update memory.c --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@@ -519,7 +519,7 @@ TrackPathPoint harbour_path[] = {
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Harbour::Harbour() {
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this->gfxSize = 100;
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this->textures = NULL;
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Props.Minimap.Texture = gTextureCourseOutlineMarioRaceway;
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Props.Minimap.Texture = minimap_mario_raceway;
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Props.Minimap.Width = ResourceGetTexWidthByName(Props.Minimap.Texture);
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Props.Minimap.Height = ResourceGetTexHeightByName(Props.Minimap.Texture);
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Props.Minimap.Pos[0].X = 260;
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@@ -527,6 +527,7 @@ Harbour::Harbour() {
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Props.Minimap.PlayerX = 6;
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Props.Minimap.PlayerY = 28;
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Props.Minimap.PlayerScaleFactor = 0.022f;
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ResizeMinimap(&Props.Minimap);
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Id = "mk:harbour";
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Props.SetText(Props.Name, "Harbour", sizeof(Props.Name));
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@@ -618,16 +619,16 @@ void Harbour::Load() {
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}
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void Harbour::LoadTextures() {
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dma_textures(gTextureTrees1, 0x0000035BU, 0x00000800U);
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D_802BA058 = dma_textures(gTexturePiranhaPlant1, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant2, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant3, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant4, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant5, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant6, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant7, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant8, 0x000003E8U, 0x00000800U);
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dma_textures(gTexturePiranhaPlant9, 0x000003E8U, 0x00000800U);
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dma_textures(gTextureTrees1, 0x0000035BU, 0x00000800U); // 0x03009000
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D_802BA058 = dma_textures(gTexturePiranhaPlant1, 0x000003E8U, 0x00000800U); // 0x03009800
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dma_textures(gTexturePiranhaPlant2, 0x000003E8U, 0x00000800U); // 0x0300A000
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dma_textures(gTexturePiranhaPlant3, 0x000003E8U, 0x00000800U); // 0x0300A800
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dma_textures(gTexturePiranhaPlant4, 0x000003E8U, 0x00000800U); // 0x0300B000
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dma_textures(gTexturePiranhaPlant5, 0x000003E8U, 0x00000800U); // 0x0300B800
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dma_textures(gTexturePiranhaPlant6, 0x000003E8U, 0x00000800U); // 0x0300C000
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dma_textures(gTexturePiranhaPlant7, 0x000003E8U, 0x00000800U); // 0x0300C800
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dma_textures(gTexturePiranhaPlant8, 0x000003E8U, 0x00000800U); // 0x0300D000
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dma_textures(gTexturePiranhaPlant9, 0x000003E8U, 0x00000800U); // 0x0300D800
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}
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Path2D harbour_path2D[] = {
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