Implement & link ac_npc_majin4

This commit is contained in:
Cuyler36
2025-06-11 17:47:02 -04:00
parent 0054e475f2
commit 1b8ad8370c
7 changed files with 455 additions and 11 deletions
+1 -1
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@@ -1120,7 +1120,7 @@ config.libs = [
Object(Matching, "actor/npc/ac_npc_majin.c"),
Object(Matching, "actor/npc/ac_npc_majin2.c"),
Object(Matching, "actor/npc/ac_npc_majin3.c"),
Object(NonMatching, "actor/npc/ac_npc_majin4.c"),
Object(Matching, "actor/npc/ac_npc_majin4.c"),
Object(Matching, "actor/npc/ac_npc_majin5.c"),
Object(Matching, "actor/npc/ac_npc_mamedanuki.c"),
Object(Matching, "actor/npc/ac_npc_mask_cat.c"),
+17 -1
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@@ -3,11 +3,28 @@
#include "types.h"
#include "m_actor.h"
#include "ac_npc.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct npc_majin4_actor_s NPC_MAJIN4_ACTOR;
typedef void (*aMJN4_THINK_PROC)(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play);
typedef void (*aMJN4_TALK_PROC)(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play);
struct npc_majin4_actor_s {
NPC_ACTOR npc_class;
int think_idx;
int next_think_idx;
aMJN4_THINK_PROC think_proc;
int talk_idx;
aMJN4_TALK_PROC talk_proc;
int reset_timer;
int se_clear_timer;
};
extern ACTOR_PROFILE Npc_Majin4_Profile;
#ifdef __cplusplus
@@ -15,4 +32,3 @@ extern ACTOR_PROFILE Npc_Majin4_Profile;
#endif
#endif
+1
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@@ -282,6 +282,7 @@ typedef enum audio_sound_effects {
NA_SE_43D = 0x43D,
NA_SE_43E = 0x43E,
NA_SE_43F = 0x43F,
NA_SE_ROD_STROKE_SMALL = 0x445,
+166
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@@ -0,0 +1,166 @@
#include "ac_npc_majin4.h"
#include <dolphin/os.h>
#include "libultra/libultra.h"
#include "m_common_data.h"
#include "m_player_lib.h"
#include "m_font.h"
#include "m_msg.h"
#include "ac_reset_demo.h"
#include "m_bgm.h"
#include "m_house.h"
#include "m_rcp.h"
enum {
aMJN4_THINK_START_WAIT,
aMJN4_THINK_START_WAIT_ST,
aMJN4_THINK_CALL,
aMJN4_THINK_FORCE_RESET_END_WAIT,
aMJN4_THINK_COLOR_FILTER_END_WAIT,
aMJN4_THINK_CALL_2,
aMJN4_THINK_EXIT,
aMJN4_THINK_NUM
};
enum {
aMJN4_TALK_END_WAIT,
aMJN4_TALK_NUM
};
static void aMJN4_actor_ct(ACTOR* actorx, GAME* game);
static void aMJN4_actor_dt(ACTOR* actorx, GAME* game);
static void aMJN4_actor_move(ACTOR* actorx, GAME* game);
static void aMJN4_actor_draw(ACTOR* actorx, GAME* game);
static void aMJN4_actor_save(ACTOR* actorx, GAME* game);
static void aMJN4_actor_init(ACTOR* actorx, GAME* game);
// clang-format off
ACTOR_PROFILE Npc_Majin4_Profile = {
mAc_PROFILE_NPC_MAJIN4,
ACTOR_PART_NPC,
ACTOR_STATE_NO_MOVE_WHILE_CULLED | ACTOR_STATE_NO_DRAW_WHILE_CULLED,
SP_NPC_MAJIN4,
ACTOR_OBJ_BANK_KEEP,
sizeof(NPC_MAJIN4_ACTOR),
aMJN4_actor_ct,
aMJN4_actor_dt,
aMJN4_actor_init,
mActor_NONE_PROC1,
aMJN4_actor_save,
};
// clang-format on
static u8 l_fade_alpha = 0;
static u64 l_ResetTime = 0;
static void aMJN4_force_talk_request(ACTOR* actorx, GAME* game);
static void aMJN4_norm_talk_request(ACTOR* actorx, GAME* game);
static int aMJN4_talk_init(ACTOR* actorx, GAME* game);
static int aMJN4_talk_end_chk(ACTOR* actorx, GAME* game);
static void aMJN4_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type);
static void aMJN4_setup_think_proc(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play, int think_idx);
static void aMJN4_change_talk_proc(NPC_MAJIN4_ACTOR* actor, int talk_idx);
static void aMJN4_actor_ct(ACTOR* actorx, GAME* game) {
static aNPC_ct_data_c ct_data = {
aMJN4_actor_move,
aMJN4_actor_draw,
aNPC_CT_SCHED_TYPE_SPECIAL,
(aNPC_TALK_REQUEST_PROC)none_proc1,
aMJN4_talk_init,
aMJN4_talk_end_chk,
0,
};
if (NPC_CLIP->birth_check_proc(actorx, game) == TRUE) {
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)actorx;
actor->npc_class.schedule.schedule_proc = aMJN4_schedule_proc;
NPC_CLIP->ct_proc(actorx, game, &ct_data);
}
l_fade_alpha = 0;
l_ResetTime = 0;
}
static void aMJN4_actor_save(ACTOR* actorx, GAME* game) {
NPC_CLIP->save_proc(actorx, game);
}
static void aMJN4_actor_dt(ACTOR* actorx, GAME* game) {
NPC_CLIP->dt_proc(actorx, game);
eEC_CLIP->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO);
if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
if (demox != NULL) {
RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
reset_demo->reset_actor = NULL;
reset_demo->request_light = FALSE;
}
}
}
static void aMJN4_actor_init(ACTOR* actorx, GAME* game) {
NPC_CLIP->init_proc(actorx, game);
}
static void aMJN4_actor_move(ACTOR* actorx, GAME* game) {
NPC_CLIP->move_proc(actorx, game);
actorx->shape_info.draw_shadow = FALSE;
}
static void aMJN4_set_animation(NPC_MAJIN4_ACTOR* actor, int think_idx) {
static s16 animeSeqNo[] = { aNPC_ANIM_WAIT1, aNPC_ANIM_WAIT1, aNPC_ANIM_APPEAR1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_GO_UG1 };
NPC_CLIP->animation_init_proc((ACTOR*)actor, animeSeqNo[think_idx], FALSE);
}
#include "../src/actor/npc/ac_npc_majin4_talk.c_inc"
#include "../src/actor/npc/ac_npc_majin4_schedule.c_inc"
static void aMJN4_prenmi_draw(NPC_MAJIN4_ACTOR* actor, GAME* game) {
GRAPH* graph = game->graph;
OPEN_DISP(graph);
if (l_fade_alpha != 0) {
Gfx* gfx = NOW_OVERLAY_DISP;
fade_black_draw(&gfx, l_fade_alpha);
SET_OVERLAY_DISP(gfx);
if (l_ResetTime != 0) {
Gfx* gfx = NOW_OVERLAY_DISP;
f32 time = OSTicksToMicroseconds(osGetTime() - l_ResetTime);
f32 line_y;
if (time < 500000.0f) {
u32 alpha;
gDPPipeSync(gfx++);
gDPSetOtherMode(gfx++, G_AD_DISABLE | G_CD_MAGICSQ | 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, G_AC_NONE | G_ZS_PRIM | G_RM_XLU_SURF | G_RM_XLU_SURF2);
gDPSetCombineMode(gfx++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
alpha = (int)((time / 500000.0f) * -200.0f + 250.0f);
line_y = (time / 500000.0f) * -15.0f + 127.0f;
gDPSetPrimColor(gfx++, 0, 0, 255, 255, 255, alpha);
gfx = gfx_gSPTextureRectangle1(gfx, 0, (u32)(line_y * 4), 320 << G_TEXTURE_IMAGE_FRAC, (u32)((line_y + 1) * 4), G_TX_RENDERTILE, 0, 0, 0, 0);
gDPPipeSync(gfx++);
}
SET_OVERLAY_DISP(gfx);
}
}
CLOSE_DISP(graph);
}
static void aMJN4_actor_draw(ACTOR* actorx, GAME* game) {
NPC_CLIP->draw_proc(actorx, game);
aMJN4_prenmi_draw((NPC_MAJIN4_ACTOR*)actorx, game);
}
+196
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@@ -0,0 +1,196 @@
static void aMJN4_set_request_act(NPC_MAJIN4_ACTOR* actor) {
actor->npc_class.request.act_priority = 1;
actor->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
actor->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
}
static void aMJN4_act_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->action.step = 0;
}
static void aMJN4_act_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC act_proc[] = { aMJN4_act_init_proc, (aNPC_SUB_PROC)none_proc1, (aNPC_SUB_PROC)none_proc1 };
(*act_proc[type])(nactorx, play);
}
static void aMJN4_start_wait(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
if (!mPlib_check_player_actor_main_index_OutDoorMove2((GAME*)play)) {
aMJN4_setup_think_proc(actor, play, aMJN4_THINK_CALL);
}
}
static void aMJN4_start_wait_st(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
ACTOR* playerx = GET_PLAYER_ACTOR_ACTOR(play);
if (playerx != NULL && playerx->world.position.z > 970.0f) {
aMJN4_setup_think_proc(actor, play, aMJN4_THINK_CALL);
}
}
static void aMJN4_force_reset_end_wait(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
if (actor->reset_timer == 0) {
l_ResetTime = 0;
aMJN4_setup_think_proc(actor, play, aMJN4_THINK_COLOR_FILTER_END_WAIT);
} else {
actor->reset_timer--;
}
if (actor->se_clear_timer > 0) {
actor->se_clear_timer--;
if (actor->se_clear_timer == 0) {
if (CLIP(weather_clip) != NULL) {
CLIP(weather_clip)->stop_sound();
}
mBGMPsComp_scene_mode(6);
actor->se_clear_timer = -1;
}
}
}
static void aMJN4_color_filter_end_wait(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
int alpha = l_fade_alpha;
alpha -= 8;
if (alpha < 0) {
alpha = 0;
aMJN4_setup_think_proc(actor, play, aMJN4_THINK_CALL_2);
}
l_fade_alpha = alpha;
}
static void aMJN4_exit(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
if (actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
Actor_delete((ACTOR*)actor);
}
}
static void aMJN4_think_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)nactorx;
if (nactorx->action.idx == aNPC_ACT_SPECIAL) {
actor->think_proc(actor, play);
} else if (nactorx->action.step == aNPC_ACTION_END_STEP) {
aMJN4_set_request_act(actor);
}
}
static void aMJN4_think_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
static f32 def_posX[] = { 2180.0f, 2300.0f, 2180.0f, 2300.0f, 2260.0f };
static f32 def_posZ[] = { 1460.0f, 1460.0f, 1740.0f, 1740.0f, 980.0f };
static s16 def_angl[] = { 0xD41D, 0x2BE3, 0xD41D, 0x2BE3, 0x4000 };
static int def_think_idx[] = { aMJN4_THINK_START_WAIT, aMJN4_THINK_START_WAIT, aMJN4_THINK_START_WAIT, aMJN4_THINK_START_WAIT, aMJN4_THINK_START_WAIT_ST };
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)nactorx;
ACTOR* actorx = (ACTOR*)nactorx;
int pos_idx;
actor->npc_class.action.act_proc = aMJN4_act_proc;
aMJN4_set_request_act(actor);
actorx->status_data.weight = MASSTYPE_HEAVY;
Common_Set(reset_type, 0);
if (play->block_table.block_z == 1) {
pos_idx = 4;
} else {
pos_idx = mHS_get_arrange_idx(Common_Get(player_no));
}
actorx->world.position.x = def_posX[pos_idx];
actorx->world.position.z = def_posZ[pos_idx];
actorx->shape_info.rotation.y = def_angl[pos_idx];
actorx->world.position.y = mCoBG_GetBgY_OnlyCenter_FromWpos(actorx->world.position, 0.0f);
aMJN4_setup_think_proc(actor, play, def_think_idx[pos_idx]);
}
static void aMJN4_call_init(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
actor->npc_class.condition_info.hide_request = FALSE;
actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_APPEAR1;
actor->npc_class.talk_info.default_animation = aNPC_ANIM_APPEAR1;
eEC_CLIP->effect_make_proc(eEC_EFFECT_RESET_HOLE, ((ACTOR*)actor)->world.position, 3, ((ACTOR*)actor)->shape_info.rotation.y, (GAME*)play, RSV_NO, 0, 0);
if (CLIP(demo_clip2) != NULL && CLIP(demo_clip2)->type == mDemo_CLIP_TYPE_RESET_DEMO) {
ACTOR* demox = (ACTOR*)CLIP(demo_clip2)->demo_class;
if (demox != NULL) {
RESET_DEMO_ACTOR* reset_demo = (RESET_DEMO_ACTOR*)demox;
reset_demo->request_light = TRUE;
}
}
}
static void aMJN4_force_reset_end_wait_init(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
l_fade_alpha = 255;
l_ResetTime = osGetTime();
mPlib_request_main_demo_wait_type1((GAME*)play, FALSE, NULL);
sAdo_OngenTrgStart(NA_SE_43E, &actor->npc_class.actor_class.world.position);
actor->reset_timer = 180;
actor->se_clear_timer = 8;
}
static void aMJN4_color_filter_end_wait_init(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play) {
mBGMPsComp_scene_mode(1);
if (CLIP(weather_clip) != NULL) {
CLIP(weather_clip)->start_sound();
}
}
typedef void (*aMJN4_THINK_INIT_PROC)(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play);
typedef struct {
aMJN4_THINK_PROC think_proc;
aMJN4_THINK_INIT_PROC think_init_proc;
aNPC_TALK_REQUEST_PROC talk_request_proc;
u8 talk_idx;
u8 think_idx_when_talk_done;
} aMJN4_think_data_c;
static void aMJN4_setup_think_proc(NPC_MAJIN4_ACTOR* actor, GAME_PLAY* play, int think_idx) {
// clang-format off
static aMJN4_think_data_c dt_tbl[] = {
{aMJN4_start_wait, (aMJN4_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN4_THINK_START_WAIT},
{aMJN4_start_wait_st, (aMJN4_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN4_THINK_START_WAIT_ST},
{(aMJN4_THINK_PROC)none_proc1, aMJN4_call_init, aMJN4_force_talk_request, 0, aMJN4_THINK_FORCE_RESET_END_WAIT},
{aMJN4_force_reset_end_wait, aMJN4_force_reset_end_wait_init, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN4_THINK_FORCE_RESET_END_WAIT},
{aMJN4_color_filter_end_wait, aMJN4_color_filter_end_wait_init, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN4_THINK_COLOR_FILTER_END_WAIT},
{(aMJN4_THINK_PROC)none_proc1, (aMJN4_THINK_INIT_PROC)none_proc1, aMJN4_force_talk_request, 1, aMJN4_THINK_EXIT},
{aMJN4_exit, (aMJN4_THINK_INIT_PROC)none_proc1, (aNPC_TALK_REQUEST_PROC)none_proc1, 0, aMJN4_THINK_EXIT},
};
// clang-format on
aMJN4_think_data_c* data_p = &dt_tbl[think_idx];
actor->think_idx = think_idx;
actor->think_proc = data_p->think_proc;
actor->npc_class.talk_info.talk_request_proc = data_p->talk_request_proc;
actor->talk_idx = data_p->talk_idx;
actor->next_think_idx = data_p->think_idx_when_talk_done;
aMJN4_set_animation(actor, think_idx);
(*data_p->think_init_proc)(actor, play);
}
static void aMJN4_think_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC think_proc[] = { aMJN4_think_init_proc, aMJN4_think_main_proc };
(*think_proc[type])(nactorx, play);
}
static void aMJN4_schedule_init_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
nactorx->think.think_proc = aMJN4_think_proc;
NPC_CLIP->think_proc(nactorx, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
}
static void aMJN4_schedule_main_proc(NPC_ACTOR* nactorx, GAME_PLAY* play) {
if (!NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT)) {
NPC_CLIP->think_proc(nactorx, play, -1, aNPC_THINK_TYPE_MAIN);
}
}
static void aMJN4_schedule_proc(NPC_ACTOR* nactorx, GAME_PLAY* play, int type) {
static aNPC_SUB_PROC sche_proc[] = { aMJN4_schedule_init_proc, aMJN4_schedule_main_proc };
(*sche_proc[type])(nactorx, play);
}
+65
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@@ -0,0 +1,65 @@
typedef struct {
int msg_no;
aMJN4_TALK_PROC talk_proc;
} aMJN4_talk_data_c;
static void aMJN4_set_force_talk_info(ACTOR* actorx) {
static aMJN4_talk_data_c dt_tbl[] = {
{ 0x250F, (aMJN4_TALK_PROC)none_proc1 },
{ 0x2512, (aMJN4_TALK_PROC)none_proc1 },
};
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)actorx;
aMJN4_talk_data_c* data_p = &dt_tbl[actor->talk_idx];
mDemo_Set_msg_num(data_p->msg_no);
mDemo_Set_talk_turn(TRUE);
actor->talk_proc = data_p->talk_proc;
mPlib_Set_able_hand_all_item_in_demo(TRUE);
if (actor->talk_idx == aMJN4_TALK_END_WAIT) {
mBGMPsComp_make_ps_quiet(0);
}
}
static void aMJN4_force_talk_request(ACTOR* actorx, GAME* game) {
mDemo_Request(mDemo_TYPE_SPEAK, actorx, aMJN4_set_force_talk_info);
}
static int aMJN4_talk_init2(ACTOR* actorx, GAME* game) {
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)actorx;
actor->npc_class.talk_info.talk_request_proc = (aNPC_TALK_REQUEST_PROC)none_proc1;
mDemo_Set_ListenAble();
return TRUE;
}
static int aMJN4_talk_init(ACTOR* actorx, GAME* game) {
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)actorx;
int ret = FALSE;
if (actor->npc_class.draw.animation_id == aNPC_ANIM_APPEAR1 && actor->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
actor->npc_class.talk_info.default_turn_animation = aNPC_ANIM_WAIT_R1;
actor->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_R1;
actor->npc_class.talk_info.talk_init_proc = aMJN4_talk_init2;
aMJN4_talk_init2(actorx, game);
ret = TRUE;
}
return ret;
}
static int aMJN4_talk_end_chk(ACTOR* actorx, GAME* game) {
NPC_MAJIN4_ACTOR* actor = (NPC_MAJIN4_ACTOR*)actorx;
GAME_PLAY* play = (GAME_PLAY*)game;
int ret = FALSE;
actor->talk_proc(actor, play);
if (mDemo_CAN_ACTOR_TALK(actorx)) {
actor->npc_class.talk_info.melody_inst = 0;
aMJN4_setup_think_proc(actor, play, actor->next_think_idx);
ret = TRUE;
}
return ret;
}
+9 -9
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@@ -410,7 +410,7 @@ extern void DisplayList_initialize(GRAPH* graph, u8 clear_r, u8 clear_g, u8 clea
mFont_Main_start(graph);
}
extern void fade_rgba8888_draw(Gfx** gfxp, u32 color) {
extern void fade_rgba8888_draw(Gfx** gfxp, u32 alpha) {
static Gfx fade_gfx[6] = {
gsDPPipeSync(),
gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
@@ -434,10 +434,10 @@ extern void fade_rgba8888_draw(Gfx** gfxp, u32 color) {
Gfx* gfx;
if ((color & 0xFF) == 255) {
u32 r = ((color >> 16) & 0xF800);
u32 g = ((color >> 13) & 0x7FFC0);
u32 b = (color >> 10) & 0x7FFFFF;
if ((alpha & 0xFF) == 255) {
u32 r = ((alpha >> 16) & 0xF800);
u32 g = ((alpha >> 13) & 0x7FFC0);
u32 b = (alpha >> 10) & 0x7FFFFF;
u32 c = ((r | g | b | 1));
u32 f = c | ((c & 0xFFFF) << 16);
@@ -445,16 +445,16 @@ extern void fade_rgba8888_draw(Gfx** gfxp, u32 color) {
gDPSetFillColor(gfx, f);
gSPDisplayList(gfx + 1, fill_gfx);
*gfxp = gfx + 2;
} else if ((color & 0xFF) != 0) {
} else if ((alpha & 0xFF) != 0) {
gfx = *gfxp;
gDPSetColor(gfx, G_SETPRIMCOLOR, color);
gDPSetColor(gfx, G_SETPRIMCOLOR, alpha);
gSPDisplayList(gfx + 1, fade_gfx);
*gfxp = gfx + 2;
}
}
extern void fade_black_draw(Gfx** gfx, u32 color) {
fade_rgba8888_draw(gfx, color);
extern void fade_black_draw(Gfx** gfx, u32 alpha) {
fade_rgba8888_draw(gfx, alpha);
}
extern Gfx* gfx_gDPFillRectangle1(Gfx* gfx, u32 ulx, u32 uly, u32 lrx, u32 lry) {