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https://github.com/ACreTeam/ac-decomp
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Implement & link ac_mural
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@@ -0,0 +1,91 @@
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#include "ac_mural.h"
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#include "m_debug.h"
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#include "m_name_table.h"
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#include "m_player_lib.h"
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#include "sys_matrix.h"
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static void Mural_Actor_ct(ACTOR* actorx, GAME* game);
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static void Mural_Actor_dt(ACTOR* actorx, GAME* game);
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static void Mural_Actor_move(ACTOR* actorx, GAME* game);
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static void Mural_Actor_draw(ACTOR* actorx, GAME* game);
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ACTOR_PROFILE Mural_Profile = {
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mAc_PROFILE_MURAL,
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ACTOR_PART_BG,
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ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES | ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_MURAL,
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sizeof(MURAL_ACTOR),
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&Mural_Actor_ct,
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&Mural_Actor_dt,
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&Mural_Actor_move,
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&Mural_Actor_draw,
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NULL,
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};
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static u8 tex[aML_MURAL_NUM][(32 * 32) / 2];
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static u16 pal[aML_MURAL_NUM][16];
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static void Mural_Actor_ct(ACTOR* actorx, GAME* game) {
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MURAL_ACTOR* mural = (MURAL_ACTOR*)actorx;
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int i;
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for (i = 0; i < aML_MURAL_NUM; i++) {
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mural->mural[i].tex_p = tex[i];
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mural->mural[i].pal_p = pal[i];
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mPlib_Load_PlayerTexAndPallet(mural->mural[i].tex_p, mural->mural[i].pal_p, i);
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mural->mural[i].type = 0;
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}
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}
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static void Mural_Actor_dt(ACTOR* actorx, GAME* game) {
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// nothing
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}
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static void Mural_Actor_move(ACTOR* actorx, GAME* game) {
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MURAL_ACTOR* mural = (MURAL_ACTOR*)actorx;
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if (REGADDR(TAKREG, 10) == 0 || REGADDR(TAKREG, 10) == 1) {
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if (REGADDR(TAKREG, 12) >= 0 && REGADDR(TAKREG, 12) < 255) {
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if (REGADDR(TAKREG, 11) >= 0 && REGADDR(TAKREG, 11) < aML_MURAL_NUM) {
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mural->mural[REGADDR(TAKREG, 11)].type = REGADDR(TAKREG, 10);
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mPlib_Load_PlayerTexAndPallet(mural->mural[REGADDR(TAKREG, 11)].tex_p,
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mural->mural[REGADDR(TAKREG, 11)].pal_p, REGADDR(TAKREG, 12));
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}
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}
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}
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actorx->world.position.y = 140.0f;
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}
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extern Gfx obj_mural_model[];
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static void Mural_Actor_draw(ACTOR* actorx, GAME* game) {
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MURAL_ACTOR* mural = (MURAL_ACTOR*)actorx;
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int y;
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int x;
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int i;
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i = 0;
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for (y = 0; y < aML_MURAL_Y_NUM; y++) {
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for (x = 0; x < aML_MURAL_X_NUM; x++, i++) {
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OPEN_DISP(game->graph);
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Matrix_translate(actorx->world.position.x + x * 24.0f, actorx->world.position.y - y * 24.0f,
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actorx->world.position.z, 0);
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Matrix_scale(0.01f, 0.01f, 0.01f, 1);
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/* Segment 8 holds the palette */
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gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_8, mural->mural[i].pal_p);
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/* Segment 9 holds the texture */
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gSPSegment(NEXT_POLY_OPA_DISP, G_MWO_SEGMENT_9, mural->mural[i].tex_p);
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gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(NEXT_POLY_OPA_DISP, obj_mural_model);
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CLOSE_DISP(game->graph);
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}
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}
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}
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@@ -0,0 +1,30 @@
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#include "libforest/gbi_extensions.h"
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// clang-format off
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static Vtx obj_mural_v[] = {
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#include "assets/obj_mural_v.inc"
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};
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Gfx obj_mural_model[] = {
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gsSPTexture(65535, 65535, 0, G_TX_RENDERTILE, G_ON),
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gsDPPipeSync(),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
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gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, 0, 0, 0, TEXEL0, PRIMITIVE, 0, COMBINED, 0, 0, 0, 0, COMBINED),
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gsDPSetTextureLUT(G_TT_RGBA16),
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/* @BUG - These commands were never updated for Dolphin and therefore render broken */
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#ifndef BUGFIXES
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gsDPLoadTLUT_pal16(15, 0x08000000),
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gsDPLoadTextureBlock_4b(0x09000000, G_IM_FMT_CI, 32, 32, 15, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
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#else
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gsDPLoadTLUT_Dolphin(15, 16, 1, 0x08000000),
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gsDPLoadTextureBlock_4b_Dolphin(0x09000000, G_IM_FMT_CI, 32, 32, 15, GX_MIRROR, GX_CLAMP, 0, 0),
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#endif
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gsDPSetPrimColor(0, 128, 255, 255, 255, 255),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_LIGHTING | G_SHADING_SMOOTH),
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gsSPVertex(&obj_mural_v[0], 4, 0),
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gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
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gsSPEndDisplayList(),
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};
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// clang-format on
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