mirror of
https://github.com/HarbourMasters/Starship
synced 2026-07-09 15:05:20 -04:00
Increased buffer on func_hud_8008C104
This commit is contained in:
committed by
Sonic Dreamcaster
parent
9e53a4cf73
commit
80c199467b
+1
-42
@@ -585,11 +585,7 @@ void HUD_VenomTitleCard_Draw(void) {
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RCP_SetupDL(&gMasterDisp, SETUPDL_76);
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gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255);
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<<<<<<< HEAD
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Lib_TextureRect_IA8(&gMasterDisp, D_800D1C9C[i], D_800D1CA4[i], 19, D_800D1CB4[i], D_800D1CBC[i] - 28.0f, 1.0f,
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=======
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TextureRect_IA8(&gMasterDisp, D_800D1C9C[i], D_800D1CA4[i], 19, D_800D1CB4[i], D_800D1CBC[i] - 28.0f, 1.0f,
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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1.0f);
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}
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}
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@@ -667,11 +663,7 @@ void HUD_TitleCard_Draw(f32 x, f32 y) {
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HUD_VenomTitleCard_Draw();
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}
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<<<<<<< HEAD
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Lib_TextureRect_IA8(&gMasterDisp, sLevelTitleCard[j].titleCardTex, sLevelTitleCard[j].titleCardWidth, sLevelTitleCard[j].titleCardHeight, x2, y2, 1.0f,
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=======
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TextureRect_IA8(&gMasterDisp, D_800D1AEC[j].unk_0C, D_800D1AEC[j].unk_10, D_800D1AEC[j].unk_14, x2, y2, 1.0f,
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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1.0f);
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if ((gSavedObjectLoadIndex == 0) && (gAllRangeCheckpoint == 0) && (gCurrentLevel != LEVEL_VENOM_ANDROSS) &&
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@@ -863,7 +855,6 @@ void HUD_DrawLevelClearScreen(void) {
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y = 64.0f;
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}
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<<<<<<< HEAD
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switch (levelClearState) {
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case LEVEL_CLEAR_STATE_1:
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if (missionStatus != MISSION_COMPLETE) {
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@@ -877,21 +868,6 @@ void HUD_DrawLevelClearScreen(void) {
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Lib_TextureRect_IA8(&gMasterDisp, aTextACCOM, 120, 23, x - 62.0f, y + 50.0f, 1.0f, 1.0f);
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} else {
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Lib_TextureRect_IA8(&gMasterDisp, aTextCOMP, 96, 23, x - 22.0f, y + 50.0f, 1.0f, 1.0f);
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=======
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switch (temp) {
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case 1:
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if (boolTemp) {
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TextureRect_IA8(&gMasterDisp, aTextPLISHED, 136, 23, x + 50.0f, y + 50.0f, 1.0f, 1.0f);
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} else {
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TextureRect_IA8(&gMasterDisp, aTextLETE, 80, 21, x + 66.0f, y + 50.0f, 1.0f, 1.0f);
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}
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case 2:
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if (boolTemp) {
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TextureRect_IA8(&gMasterDisp, aTextACCOM, 120, 23, x - 62.0f, y + 50.0f, 1.0f, 1.0f);
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} else {
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TextureRect_IA8(&gMasterDisp, aTextCOMP, 96, 23, x - 22.0f, y + 50.0f, 1.0f, 1.0f);
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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}
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case LEVEL_CLEAR_STATE_3:
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@@ -1022,11 +998,7 @@ void HUD_TeammateStatus_Draw(void) {
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gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255);
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}
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<<<<<<< HEAD
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Lib_TextureRect_RGBA16(&gMasterDisp, sPortraitTex[j + 1], 44, 44, x[j][0], y[j][0], 1.0f, 1.0f);
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=======
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TextureRect_RGBA16(&gMasterDisp, D_800D1D18[j + 1], 44, 44, x[j][0], y[j][0], 1.0f, 1.0f);
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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HUD_TeamShields_Draw(x[j][2], y[j][2], shield);
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}
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@@ -1641,11 +1613,7 @@ void HUD_PauseScreen_Update(void) {
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RCP_SetupDL(&gMasterDisp, SETUPDL_76);
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gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 255, 255);
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<<<<<<< HEAD
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Lib_TextureRect_IA8(&gMasterDisp, sLevelTitleCard[j].titleCardTex, sLevelTitleCard[j].titleCardWidth, sLevelTitleCard[j].titleCardHeight, x2,
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=======
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TextureRect_IA8(&gMasterDisp, D_800D1AEC[j].unk_0C, D_800D1AEC[j].unk_10, D_800D1AEC[j].unk_14, x2,
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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y2 + i, 1.0f, 1.0f);
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HUD_MsgWindowBg_Draw2(x1 - 10.0f, y0 - 4.0f, 4.7f, 2.8f);
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@@ -2658,7 +2626,7 @@ void HUD_Texture_Scroll(u8* texturePtr, s32 xPos, s32 yPos, u8 type) {
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void HUD_Texture_Wave(u16* srcTexture, u16* dstTexture) {
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u16 *src, *dst;
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u16 buffer[1024];
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u16 buffer[2048];
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f32 rowPhase;
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f32 angle;
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s32 j;
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@@ -2731,11 +2699,7 @@ void HUD_VsModePortraitTex_Draw(f32 xPos, f32 yPos, f32 scale, s32 idx) {
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};
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s32 i;
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<<<<<<< HEAD
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Lib_TextureRect_RGBA16(&gMasterDisp, sVsModeFaceDL[arg3], 44, 44, xPos, yPos, scale, scale);
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=======
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TextureRect_RGBA16(&gMasterDisp, D_800D1EE8[arg3], 44, 44, arg0, arg1, arg2, arg2);
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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}
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void HUD_EdgeArrows_Draw(s32 idx, bool arg1) {
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@@ -2886,13 +2850,8 @@ void HUD_VS_ShieldGaugeFrame_Draw(f32 xPos, f32 yPos, f32 xScale, f32 yScale) {
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s32 i;
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// LTodo: [HD-Texture] Is broken
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<<<<<<< HEAD
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u8* texture = (u8*) LOAD_ASSET(aVsShieldGaugeFrameTex);
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Lib_TextureRect_IA8(&gMasterDisp, texture + 2 * ((640 * i) / 2), 80, 8, xPos, (8 * i * yScale) + yPos, xScale, yScale);
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=======
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u8* texture = (u8*) LOAD_ASSET(D_versus_3000BC0);
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TextureRect_IA8(&gMasterDisp, texture + 2 * ((640 * i) / 2), 80, 8, arg0, (8 * i * arg3) + arg1, arg2, arg3);
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>>>>>>> edd7dba2 (Fixed all remaining compilation issues)
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}
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void HUD_VS_ShieldGaugeTex_Draw(f32 xPos, f32 yPos, f32 xScale, f32 yScale, f32 width) {
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