sys_matrix: Update func calls to use mtx mode defines, hope that's all of them

This commit is contained in:
Cuyler36
2025-06-20 12:40:29 -04:00
parent c3581b4f3d
commit de01bd3dd5
52 changed files with 71 additions and 71 deletions
+2 -2
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@@ -71,7 +71,7 @@ static void aGYO_actor_draw_fish(GRAPH* graph, aGYO_CTRL_ACTOR* ctrl, GAME* game
int frame;
Matrix_translate(((ACTOR*)ctrl)->world.position.x, ((ACTOR*)ctrl)->world.position.y - aGYO_hosei_y[ctrl->gyo_type],
((ACTOR*)ctrl)->world.position.z, 0);
((ACTOR*)ctrl)->world.position.z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
if (ctrl->gyo_type < (aGYO_TYPE_WHALE + 1) && (ctrl->gyo_flags & 0x200) != 0) {
@@ -178,7 +178,7 @@ static void aGYO_actor_draw_gyoei(GRAPH* graph, aGYO_CTRL_ACTOR* ctrl, GAME* gam
}
Matrix_translate(((ACTOR*)ctrl)->world.position.x, ((ACTOR*)ctrl)->world.position.y,
((ACTOR*)ctrl)->world.position.z, 0);
((ACTOR*)ctrl)->world.position.z, MTX_LOAD);
Matrix_RotateX(angleX, MTX_MULT);
Matrix_RotateY(angleY, MTX_MULT);
Matrix_scale(((ACTOR*)ctrl)->scale.x * 0.4f, ((ACTOR*)ctrl)->scale.y, ((ACTOR*)ctrl)->scale.z, MTX_MULT);
+3 -3
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@@ -30,13 +30,13 @@ static void aINS_actor_draw_sub(GRAPH* graph, aINS_INSECT_ACTOR* insect, GAME* g
Matrix_translate(insect->tools_actor.actor_class.world.position.x,
insect->tools_actor.actor_class.world.position.y + 2.0f,
insect->tools_actor.actor_class.world.position.z, 0);
insect->tools_actor.actor_class.world.position.z, MTX_LOAD);
Matrix_RotateX(angleX, MTX_MULT);
Matrix_RotateY(angleY, MTX_MULT);
} else {
Matrix_translate(insect->tools_actor.actor_class.world.position.x,
insect->tools_actor.actor_class.world.position.y + 2.0f,
insect->tools_actor.actor_class.world.position.z, 0);
insect->tools_actor.actor_class.world.position.z, MTX_LOAD);
switch (insect->type) {
case aINS_INSECT_TYPE_MOLE_CRICKET:
@@ -66,7 +66,7 @@ static void aINS_actor_draw_sub(GRAPH* graph, aINS_INSECT_ACTOR* insect, GAME* g
}
Matrix_scale(insect->tools_actor.actor_class.scale.x, insect->tools_actor.actor_class.scale.y,
insect->tools_actor.actor_class.scale.z, 1);
insect->tools_actor.actor_class.scale.z, MTX_MULT);
OPEN_DISP(graph);
gfx = NOW_POLY_XLU_DISP;
+1 -1
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@@ -73,7 +73,7 @@ static void Mural_Actor_draw(ACTOR* actorx, GAME* game) {
OPEN_DISP(game->graph);
Matrix_translate(actorx->world.position.x + x * 24.0f, actorx->world.position.y - y * 24.0f,
actorx->world.position.z, 0);
actorx->world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
/* Segment 8 holds the palette */
+1 -1
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@@ -264,7 +264,7 @@ BOOL mfish_aroana_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int jo
joint_rot->x = MIN(MAX(v, DEG2SHORT_ANGLE(-20)), DEG2SHORT_ANGLE(20));
Matrix_scale(1.0f, sin_s(actor->_63A + DEG2SHORT_ANGLE(270)) * 0.05f + 1.0f,
sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) * 0.05f + 1.0f, 1);
sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) * 0.05f + 1.0f, MTX_MULT);
}
return 1;
}
+1 -1
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@@ -179,7 +179,7 @@ BOOL mfish_bfish_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joi
i = joint_rot->x - (actor->_618.z >> 1);
joint_rot->x = MY_CLAMP(i, DEG2SHORT_ANGLE(-20), DEG2SHORT_ANGLE(20));
Matrix_scale(1.0f, 1.0f + v * sin_s(actor->_63A + DEG2SHORT_ANGLE(270)),
1.0f + v * sin_s(actor->_63A + DEG2SHORT_ANGLE(90)), 1);
1.0f + v * sin_s(actor->_63A + DEG2SHORT_ANGLE(90)), MTX_MULT);
} else if (joint_idx == 3 && actor->fish_idx == aGYO_TYPE_ARAPAIMA) {
int i = joint_rot->y - actor->_618.z +
(int)(actor->_644 * (1.0f + 0.01f * GETREG(TAKREG, 0x16)) *
+1 -1
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@@ -187,7 +187,7 @@ BOOL mfish_gupi_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int join
joint_rot->x = MY_CLAMP(s, -DEG2SHORT_ANGLE(30), DEG2SHORT_ANGLE(30));
joint_rot->z += (s16)(actor->_618.x * (-1.3f + GETREG(TAKREG, 0x4e) * 0.1f));
Matrix_scale((GETREG(TAKREG, 0x4b) * 0.01f) * cos_s(actor->_63A) + 0.05f + 1.0f,
(GETREG(TAKREG, 0x4c) * 0.01f) * sin_s(actor->_63A) + 0.1f + 1.0f, 1.0f, 1);
(GETREG(TAKREG, 0x4c) * 0.01f) * sin_s(actor->_63A) + 0.1f + 1.0f, 1.0f, MTX_MULT);
}
return TRUE;
}
+1 -1
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@@ -103,7 +103,7 @@ BOOL mfish_ito_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int joint
i = joint_rot->x - (actor->_618.z >> 1);
joint_rot->x = MY_CLAMP(i, DEG2SHORT_ANGLE(-20), DEG2SHORT_ANGLE(20));
Matrix_scale(1.0f, sin_s(actor->_63A + DEG2SHORT_ANGLE(270)) * 0.05f + 1.0f,
sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) * 0.05f + 1.0f, 1);
sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) * 0.05f + 1.0f, MTX_MULT);
}
return TRUE;
}
+2 -2
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@@ -156,14 +156,14 @@ BOOL mfish_kaseki_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int jo
i = joint_rot->x + (int)(actor->_618.z * (GETREG(TAKREG, 0x47) * 0.01f + 0.5f));
joint_rot->x = MIN(MAX(i, DEG2SHORT_ANGLE(-10)), DEG2SHORT_ANGLE(10));
Matrix_scale(1.0f, (GETREG(TAKREG, 0x36) * 0.001f + 0.02f) * sin_s(actor->_63A + actor->_63C) + 1.0f,
(GETREG(TAKREG, 0x36) * 0.001f + 0.02f) * sin_s(actor->_63A) + 1.0f, 1);
(GETREG(TAKREG, 0x36) * 0.001f + 0.02f) * sin_s(actor->_63A) + 1.0f, MTX_MULT);
} else if (joint_idx == 2) {
i = joint_rot->y - (int)(actor->_618.z * (GETREG(TAKREG, 0x46) * 0.01f + 1.25f));
joint_rot->y = MIN(MAX(i, DEG2SHORT_ANGLE(-50)), DEG2SHORT_ANGLE(50));
i = joint_rot->x - (int)(actor->_618.z * (GETREG(TAKREG, 0x48) * 0.01f + 0.25f));
joint_rot->x = MIN(MAX(i, DEG2SHORT_ANGLE(-10)), DEG2SHORT_ANGLE(10));
Matrix_scale(1.0f, (GETREG(TAKREG, 0x37) * 0.001f + 0.045f) * sin_s(actor->_63A + DEG2SHORT_ANGLE(270)) + 1.0f,
(GETREG(TAKREG, 0x37) * 0.001f + 0.045f) * sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) + 1.0f, 1);
(GETREG(TAKREG, 0x37) * 0.001f + 0.045f) * sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) + 1.0f, MTX_MULT);
} else if (joint_idx == 3) {
i = joint_rot->y - (int)(actor->_618.z * (GETREG(TAKREG, 0x47) * 0.01f + 1.25f));
joint_rot->y = MIN(MAX(i, DEG2SHORT_ANGLE(-50)), DEG2SHORT_ANGLE(50));
+1 -1
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@@ -236,7 +236,7 @@ BOOL mfish_kingyo_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int jo
joint_rot->z += (int)(actor->_618.x * (-1.3f + 0.1f * GETREG(TAKREG, 0x4e)));
Matrix_scale(GETREG(TAKREG, 0x4b) * 0.01f * cos_s(actor->_63A) + 0.05f + 1.0f,
GETREG(TAKREG, 0x4c) * 0.01f * sin_s(actor->_63A) + 0.1f + 1.0f,
GETREG(TAKREG, 0x4d) * 0.01f * cos_s(actor->_63A) + 0.1f + 1.0f, 1);
GETREG(TAKREG, 0x4d) * 0.01f * cos_s(actor->_63A) + 0.1f + 1.0f, MTX_MULT);
}
return TRUE;
}
+3 -3
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@@ -199,12 +199,12 @@ void mfish_kurage_dw(MUSEUM_FISH_PRIVATE_DATA* actor, GAME* gamex) {
Matrix_translate(actor->position.x, actor->position.y, actor->position.z, MTX_LOAD);
Matrix_rotateXYZ(actor->_60C.x, actor->_60C.y, actor->_60C.z, MTX_MULT);
Matrix_scale(actor->init_data.renderScale * a, actor->init_data.renderScale * (1.0f / SQ(a)),
actor->init_data.renderScale * a, 1);
actor->init_data.renderScale * a, MTX_MULT);
Matrix_push();
Matrix_RotateY(actor->_63C, MTX_MULT);
Matrix_scale((GETREG(TAKREG, 0x4b) * 0.01f + 0.1f) * sin_s(actor->_63C) + 1.0f, 1.0f,
(GETREG(TAKREG, 0x4b) * 0.01f + 0.1f) * cos_s(actor->_63C) + 1.0f, 1);
(GETREG(TAKREG, 0x4b) * 0.01f + 0.1f) * cos_s(actor->_63C) + 1.0f, MTX_MULT);
Matrix_RotateY(-actor->_63C, MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(gamex->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, act_mus_kurage_sakana_body_model);
@@ -213,7 +213,7 @@ void mfish_kurage_dw(MUSEUM_FISH_PRIVATE_DATA* actor, GAME* gamex) {
Matrix_RotateY(actor->_63C, MTX_MULT);
Matrix_scale((GETREG(TAKREG, 0x4b) * 0.01f + 0.1f) * sin_s(actor->_63C) + 1.0f, 1.0f,
(GETREG(TAKREG, 0x4b) * 0.01f + 0.1f) * cos_s(actor->_63C) + 1.0f, 1);
(GETREG(TAKREG, 0x4b) * 0.01f + 0.1f) * cos_s(actor->_63C) + 1.0f, MTX_MULT);
Matrix_RotateY(-actor->_63C, MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(gamex->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, act_mus_kurage_sakana_foot_model);
+1 -1
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@@ -302,7 +302,7 @@ BOOL mfish_namazu_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int jo
s = joint_rot->z - (s16)(actor->_640 * (0.6f + GETREG(TAKREG, 0x4E) * 0.01f));
joint_rot->z = MY_CLAMP(s, DEG2SHORT_ANGLE(-30), DEG2SHORT_ANGLE(30));
Matrix_scale(1.0f, 1.0f + 0.005f * sin_s(actor->_63A + DEG2SHORT_ANGLE(270)),
1.0f + 0.005f * sin_s(actor->_63A + DEG2SHORT_ANGLE(90)), 1);
1.0f + 0.005f * sin_s(actor->_63A + DEG2SHORT_ANGLE(90)), MTX_MULT);
}
return TRUE;
}
+2 -2
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@@ -220,12 +220,12 @@ BOOL mfish_seafish_before_disp(GAME* game, cKF_SkeletonInfo_R_c* keyframe, int j
int s = joint_rot->x + (int)(actor->_618.z * (GETREG(TAKREG, 0x37) * 0.01f + 0.5f));
joint_rot->x = MIN(MAX(s, DEG2SHORT_ANGLE(-15)), DEG2SHORT_ANGLE(15));
Matrix_scale(1.0f, (GETREG(TAKREG, 0x36) * 0.001f + 0.035f) * sin_s(actor->_63A + actor->_63C) + 1.0f,
(GETREG(TAKREG, 0x36) * 0.001f + 0.035f) * sin_s(actor->_63A) + 1.0f, 1);
(GETREG(TAKREG, 0x36) * 0.001f + 0.035f) * sin_s(actor->_63A) + 1.0f, MTX_MULT);
} else if (joint_idx == 2) {
int v = joint_rot->y - (actor->_618.z << 1);
joint_rot->y = MIN(MAX(v, DEG2SHORT_ANGLE(-80)), DEG2SHORT_ANGLE(80));
Matrix_scale(1.0f, sin_s(actor->_63A + DEG2SHORT_ANGLE(270)) * 0.07f + 1.0f,
sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) * 0.07f + 1.0f, 1);
sin_s(actor->_63A + DEG2SHORT_ANGLE(90)) * 0.07f + 1.0f, MTX_MULT);
}
return TRUE;
}
+1 -1
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@@ -219,7 +219,7 @@ void mfish_zarigani_dw(MUSEUM_FISH_PRIVATE_DATA* actor, GAME* gamex) {
}
OPEN_DISP(gamex->graph);
Matrix_translate(actor->position.x + actor->_5AC.x, actor->position.y + actor->_5AC.y,
actor->position.z + actor->_5AC.z, 0);
actor->position.z + actor->_5AC.z, MTX_LOAD);
Matrix_rotateXYZ(actor->_60C.x, actor->_60C.y, actor->_60C.z, MTX_MULT);
Matrix_translate(0.0f, 0.0f, actor->init_data.ofs_z, MTX_MULT);
Matrix_rotateXYZ(DEG2SHORT_ANGLE(-90), DEG2SHORT_ANGLE(-180), DEG2SHORT_ANGLE(0), MTX_MULT);
+1 -1
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@@ -241,7 +241,7 @@ void minsect_chou_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
Matrix_scale(actor->_14, actor->_14, actor->_14, MTX_MULT);
Matrix_rotateXYZ(actor->_68.x, actor->_68.y, actor->_68.z, MTX_MULT);
Matrix_scale(GETREG(NMREG, 0) * 0.01f + 1.0f, GETREG(NMREG, MTX_MULT) * 0.01f + 1.0f, GETREG(NMREG, 2) * 0.01f + 1.0f,
TRUE);
MTX_MULT);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(NEXT_POLY_OPA_DISP, 0, 0xff, 0x9b, 0xff);
gSPDisplayList(NEXT_POLY_OPA_DISP, minsect_mdl[actor->_00][(int)actor->_0C]);
+2 -2
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@@ -184,12 +184,12 @@ void minsect_dango_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
Matrix_translate(actor->_1C.x, actor->_1C.y, actor->_1C.z, MTX_LOAD);
if (actor->_7C) {
Matrix_rotateXYZ(DEG2SHORT_ANGLE2(GETREG(NMREG, 5) + 20.f), DEG2SHORT_ANGLE2(GETREG(NMREG, 6)),
DEG2SHORT_ANGLE2(GETREG(NMREG, 7)), TRUE);
DEG2SHORT_ANGLE2(GETREG(NMREG, 7)), MTX_MULT);
}
Matrix_rotateXYZ(actor->_68.x, actor->_68.y, actor->_68.z, MTX_MULT);
if (actor->_7C) {
Matrix_scale(GETREG(NMREG, 2) * 0.01f + 1.2f, GETREG(NMREG, 3) * 0.01f + 1.2f, GETREG(NMREG, 4) * 0.01f + 1.2f,
TRUE);
MTX_MULT);
}
Matrix_scale(1.f, 1.f, actor->_58, MTX_MULT);
Matrix_scale(actor->_14, actor->_14, actor->_14, MTX_MULT);
+1 -1
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@@ -282,7 +282,7 @@ void minsect_genji_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
_texture_z_light_fog_prim(game->graph);
OPEN_DISP(game->graph);
Matrix_translate(actor->_1C.x + GETREG(NMREG, 0x10) * 0.01f, actor->_1C.y + GETREG(NMREG, 0x11) * 0.01f,
actor->_1C.z + GETREG(NMREG, 0x12) * 0.01f, FALSE);
actor->_1C.z + GETREG(NMREG, 0x12) * 0.01f, MTX_LOAD);
Matrix_rotateXYZ(0, 0, actor->_68.z, MTX_MULT);
Matrix_rotateXYZ(actor->_7E, 0, 0, MTX_MULT);
Matrix_rotateXYZ(DEG2SHORT_ANGLE(110), 0, DEG2SHORT_ANGLE2(180), MTX_MULT);
+1 -1
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@@ -176,7 +176,7 @@ void minsect_hachi_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
Matrix_rotateXYZ(DEG2SHORT_ANGLE(-20), 0, 0, MTX_MULT);
Matrix_translate(0.0f, actor->_1C.y, 0.0f, MTX_MULT);
Matrix_translate(-GETREG(NMREG, 0x10) * 0.01f, -GETREG(NMREG, 0x11) * 0.01f, -15.f - GETREG(NMREG, 0xe) * 0.01f,
TRUE);
MTX_MULT);
Matrix_rotateXYZ(0, actor->_68.y, 0, MTX_MULT);
Matrix_translate(GETREG(NMREG, 0x10) * 0.01f, GETREG(NMREG, 0x11) * 0.01f, 15.f + GETREG(NMREG, 0xe) * 0.01f, MTX_MULT);
Matrix_rotateXYZ(0, 0, actor->_68.z, MTX_MULT);
+1 -1
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@@ -204,7 +204,7 @@ void minsect_okera_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
OPEN_DISP(game->graph);
Matrix_translate(actor->_1C.x, actor->_1C.y, actor->_1C.z, MTX_LOAD);
Matrix_rotateXYZ(actor->_68.x, actor->_68.y + (s16)(DEG2SHORT_ANGLE2(GETREG(TAKREG, 4) + 5.f) * sin_s(actor->_76)),
actor->_68.z, TRUE);
actor->_68.z, MTX_MULT);
Matrix_rotateXYZ(actor->_78, 0, 0, MTX_MULT);
Matrix_scale(actor->_14, actor->_14, actor->_14, MTX_MULT);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+1 -1
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@@ -110,7 +110,7 @@ void minsect_semi_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
OPEN_POLY_XLU_DISP(game->graph);
gDPSetEnvColor(POLY_XLU_DISP++, 0xff, 0xff, 0xff, 0xff);
Matrix_scale(actor->_58 + (GETREG(NMREG, 1) * 0.01f), GETREG(NMREG, 2) * 0.01f + 1.0f,
GETREG(NMREG, 3) * 0.01f + 1.0f, TRUE);
GETREG(NMREG, 3) * 0.01f + 1.0f, MTX_MULT);
gSPMatrix(POLY_XLU_DISP++, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, minsect_mdl[actor->_00][1]);
CLOSE_POLY_XLU_DISP(game->graph);
+1 -1
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@@ -574,7 +574,7 @@ void minsect_tonbo_dw(MUSEUM_INSECT_PRIVATE_DATA* actor, GAME* game) {
arr[gender].x += g_f[gender] * sin_s(player->actor_class.shape_info.rotation.y);
arr[gender].z += g_f[gender] * cos_s(player->actor_class.shape_info.rotation.y);
Matrix_translate(actor->_1C.x - arr[gender].x, actor->_58 + (actor->_1C.y - arr[gender].y),
actor->_1C.z - arr[gender].z, FALSE);
actor->_1C.z - arr[gender].z, MTX_LOAD);
Matrix_rotateXYZ(actor->_7E, 0, actor->_80, MTX_MULT);
Matrix_translate(arr[gender].x, arr[gender].y, arr[gender].z, MTX_MULT);
} else {
+1 -1
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@@ -252,7 +252,7 @@ static void aMHS_actor_draw(ACTOR* actorx, GAME* game) {
cKF_Si3_draw_R_SV((GAME*)play, keyframe, mtx, &aMHS_actor_draw_before, &aMHS_actor_draw_after, my_house);
shadow_data_pp = shadow_data[my_house->arg0];
Matrix_translate(my_house->actor_class.world.position.x, my_house->actor_class.world.position.y,
my_house->actor_class.world.position.z, 0);
my_house->actor_class.world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
(*Common_Get(clip).bg_item_clip->draw_shadow_proc)((GAME*)play, shadow_data_pp[my_house->action & 1], 0);
aMHS_actor_draw_ta_clr(my_house, (GAME*)play);
+1 -1
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@@ -249,7 +249,7 @@ static void aMR_DrawOneFurniture(FTR_ACTOR* ftr_actor, ACTOR* actorx, GAME* game
aFTR_CHECK_INTERACTION(profile->interaction_type, aFTR_INTERACTION_TYPE_FOSSIL) &&
profile->shape <= aFTR_SHAPE_TYPEB_0) {
Matrix_translate(ftr_actor->base_position.x + 2.5f, ftr_actor->base_position.y,
ftr_actor->base_position.z, 1);
ftr_actor->base_position.z, MTX_MULT);
} else {
Matrix_translate(ftr_actor->base_position.x, ftr_actor->base_position.y, ftr_actor->base_position.z, MTX_MULT);
}
+2 -2
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@@ -172,7 +172,7 @@ static void aNI_DrawManekin(ACTOR* actorx, GAME* game) {
_texture_z_light_fog_prim(game->graph);
Matrix_translate(actor->cloth_move_bg[i].pos.x, actor->cloth_move_bg[i].pos.y,
actor->cloth_move_bg[i].pos.z, 0);
actor->cloth_move_bg[i].pos.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
gSPSegment(NEXT_POLY_OPA_DISP, ANIME_1_TXT_SEG, texture);
@@ -199,7 +199,7 @@ static void aNI_DrawUmbrella(ACTOR* actorx, GAME* game) {
_texture_z_light_fog_prim(game->graph);
Matrix_translate(actor->umbrella_move_bg[i].pos.x, actor->umbrella_move_bg[i].pos.y,
actor->umbrella_move_bg[i].pos.z, 0);
actor->umbrella_move_bg[i].pos.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
gSPSegment(NEXT_POLY_OPA_DISP, ANIME_2_TXT_SEG, texture);
+1 -1
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@@ -138,7 +138,7 @@ static void aPSM_actor_draw(ACTOR* actor, GAME* game) {
gSPMatrix(gfx++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, act_darumaB_model);
Matrix_translate(actor->world.position.x, actor->world.position.y + snowman->eye_heigth, actor->world.position.z,
FALSE);
MTX_LOAD);
Matrix_RotateX(0xF380, MTX_MULT);
Matrix_scale(snowman->head_scale, snowman->head_scale, snowman->head_scale, MTX_MULT);
+1 -1
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@@ -106,7 +106,7 @@ static void aSHR_Present_move(aSHR_Present_c* present, SHRINE_ACTOR* shrine, GAM
Matrix_push();
Matrix_translate(shrine->structure_class.actor_class.world.position.x + present->trans.x,
shrine->structure_class.actor_class.world.position.y + present->trans.y,
shrine->structure_class.actor_class.world.position.z + present->trans.z, 0);
shrine->structure_class.actor_class.world.position.z + present->trans.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
Matrix_get(&handOverItem->tools_class.matrix_work);
Matrix_pull();
+1 -1
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@@ -1263,7 +1263,7 @@ static void aSEN_set_matrix(NPC_SENDO_ACTOR* sendo) {
if (boat != NULL) {
Matrix_translate(boat->actor_class.world.position.x, boat->actor_class.world.position.y,
boat->actor_class.world.position.z, 0);
boat->actor_class.world.position.z, MTX_LOAD);
Matrix_RotateY(boat->actor_class.shape_info.rotation.y, MTX_MULT);
Matrix_RotateZ(boat->actor_class.shape_info.rotation.z, MTX_MULT);
Matrix_translate(-8.0f, 20.0f, -34.0f, MTX_MULT);
+1 -1
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@@ -103,7 +103,7 @@ static void aTCR_actor_draw(ACTOR* actor, GAME* game){
}
else{
Matrix_translate(cracker->tools_class.actor_class.world.position.x, cracker->tools_class.actor_class.world.position.y,
cracker->tools_class.actor_class.world.position.z, FALSE);
cracker->tools_class.actor_class.world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
}
+1 -1
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@@ -121,7 +121,7 @@ static void aTFL_actor_draw(ACTOR* actor, GAME* game){
}
else{
Matrix_translate(actor->world.position.x, actor->world.position.y,
actor->world.position.z, FALSE);
actor->world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
}
+2 -2
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@@ -102,12 +102,12 @@ static void aTHB_actor_draw(ACTOR* actor, GAME* game) {
} else {
Matrix_translate(hanabi->tools_class.actor_class.world.position.x,
hanabi->tools_class.actor_class.world.position.y,
hanabi->tools_class.actor_class.world.position.z, FALSE);
hanabi->tools_class.actor_class.world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
}
Matrix_scale(hanabi->tools_class.actor_class.scale.x, hanabi->tools_class.actor_class.scale.y,
hanabi->tools_class.actor_class.scale.z, TRUE);
hanabi->tools_class.actor_class.scale.z, MTX_MULT);
_texture_z_light_fog_prim_npc(graph);
gfxp = NOW_POLY_OPA_DISP;
+1 -1
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@@ -103,7 +103,7 @@ static void aTPT_actor_draw(ACTOR* actor, GAME* game){
}
else{
Matrix_translate(pistol->tools_class.actor_class.world.position.x, pistol->tools_class.actor_class.world.position.y,
pistol->tools_class.actor_class.world.position.z, FALSE);
pistol->tools_class.actor_class.world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
}
+1 -1
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@@ -99,7 +99,7 @@ static void aTUT_actor_draw(ACTOR* actor, GAME* game) {
}
else{
Matrix_translate(utiwa->tools_class.actor_class.world.position.x, utiwa->tools_class.actor_class.world.position.y,
utiwa->tools_class.actor_class.world.position.z, FALSE);
utiwa->tools_class.actor_class.world.position.z, MTX_LOAD);
Matrix_scale(0.01f, 0.01f, 0.01f, MTX_MULT);
}
+1 -1
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@@ -185,7 +185,7 @@ static void eBreak_Axe_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, MTX_LOAD);
Matrix_RotateY(effect->effect_specific[4] + (int)(GETREG(TAKREG, 21) * 182.04445f), MTX_MULT);
Matrix_rotateXYZ(effect->effect_specific[0] + (int)(GETREG(TAKREG, 20) * 182.04445f), 0,
effect->effect_specific[2] + (int)(GETREG(TAKREG, 22) * 182.04445f), 1);
effect->effect_specific[2] + (int)(GETREG(TAKREG, 22) * 182.04445f), MTX_MULT);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, MTX_MULT);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, a);
+1 -1
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@@ -98,7 +98,7 @@ static void eEL_AutoMatrixXlu_Offset(GAME* game, xyz_t* pos, xyz_t* scale, xyz_t
Matrix_translate(pos->x, pos->y, pos->z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_translate(offset->x + (f32)(int)GETREG(MYKREG, 24), offset->y + (f32)(int)GETREG(MYKREG, 25),
offset->z + (f32)(int)GETREG(MYKREG, 26), 1);
offset->z + (f32)(int)GETREG(MYKREG, 26), MTX_MULT);
adj_scale = 1.0f + ((f32)(int)GETREG(MYKREG, 27)) * 0.01f;
Matrix_scale(scale->x * adj_scale, scale->y * adj_scale, scale->z * adj_scale, MTX_MULT);
+1 -1
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@@ -78,7 +78,7 @@ static void eGoki_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x + effect->offset.x, effect->position.y, effect->position.z, MTX_LOAD);
Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[0], MTX_MULT);
Evw_Anime_Set(play, ef_goki01_01_evw_anime);
+2 -2
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@@ -63,11 +63,11 @@ static void eHA_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
effect->offset.z + GETREG(MYKREG, 0x1a), TRUE);
effect->offset.z + GETREG(MYKREG, 0x1a), MTX_MULT);
Matrix_RotateZ(eHA_angle_z_data[v], MTX_MULT);
Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 128, 255, 255, 255, opacity);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, 0, 0, 255, 255);
+2 -2
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@@ -100,13 +100,13 @@ static void eHanabiBotan1_dw(eEC_Effect_c* effect, GAME* game) {
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y,
effect->position.z + effect->offset.z, FALSE);
effect->position.z + effect->offset.z, MTX_LOAD);
Matrix_RotateX(DEG2SHORT_ANGLE2(270), MTX_MULT);
Matrix_RotateZ(-effect->effect_specific[1], MTX_MULT);
Matrix_scale(v, 1.f, 1.f, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[1], MTX_MULT);
Matrix_scale(v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, result[4], result[0], result[1], result[2], result[3]);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, result[5], result[6], result[7], 255);
+2 -2
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@@ -95,14 +95,14 @@ static void eHanabiBotan2_dw(eEC_Effect_c* effect, GAME* game) {
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y,
effect->position.z + effect->offset.z, FALSE);
effect->position.z + effect->offset.z, MTX_LOAD);
Matrix_RotateX(DEG2SHORT_ANGLE2(270), MTX_MULT);
Matrix_RotateZ(-effect->effect_specific[1], MTX_MULT);
Matrix_scale(v, 1.f, 1.f, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[1], MTX_MULT);
Matrix_push();
Matrix_scale(v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, res1[4], res1[0], res1[1], res1[2], res1[3]);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, res1[5], res1[6], res1[7], res1[8]);
+2 -2
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@@ -100,13 +100,13 @@ static void eHanabiHoshi_dw(eEC_Effect_c* effect, GAME* game) {
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y,
effect->position.z + effect->offset.z, FALSE);
effect->position.z + effect->offset.z, MTX_LOAD);
Matrix_RotateX(DEG2SHORT_ANGLE2(270), MTX_MULT);
Matrix_RotateZ(-effect->effect_specific[1], MTX_MULT);
Matrix_scale(v, 1.f, 1.f, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[1], MTX_MULT);
Matrix_scale(v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, result[4], result[0], result[1], result[2], result[3]);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, result[5], result[6], result[7], 255);
+2 -2
View File
@@ -91,14 +91,14 @@ static void eHanabiYanagi_dw(eEC_Effect_c* effect, GAME* game) {
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x + effect->offset.x, effect->position.y + effect->offset.y,
effect->position.z + effect->offset.z, FALSE);
effect->position.z + effect->offset.z, MTX_LOAD);
Matrix_RotateX(DEG2SHORT_ANGLE2(270), MTX_MULT);
Matrix_RotateZ(-effect->effect_specific[1], MTX_MULT);
Matrix_scale(v, 1.f, 1.f, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[1], MTX_MULT);
Matrix_push();
Matrix_scale(v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
v2 * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, res1[4], res1[0], res1[1], res1[2], res1[3]);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, res1[5], res1[6], res1[7], res1[8]);
+1 -1
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@@ -72,7 +72,7 @@ static void eKagu_Happa_dw(eEC_Effect_c* effect, GAME* game) {
}
Matrix_scale(effect->scale.x * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.y * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f),
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), TRUE);
effect->scale.z * (GETREG(MYKREG, 0x1b) * 0.01f + 1.f), MTX_MULT);
gSPMatrix(NEXT_POLY_OPA_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_OPA_DISP, aMR_IconNo2Gfx1(effect->arg0));
gSPDisplayList(NEXT_POLY_OPA_DISP, aMR_IconNo2Gfx2(effect->arg0));
+1 -1
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@@ -77,7 +77,7 @@ static void eKamifubuki_one_draw(eEC_Effect_c* effect, xyz_t* pos, GAME* game) {
Matrix_translate(pos->x, pos->y, pos->z, MTX_LOAD);
Matrix_RotateVector(effect->effect_specific[0], &effect->offset, MTX_MULT);
Matrix_scale((GETREG(MYKREG, 0x1b) * 0.01f + 1.f) * 0.003f, (GETREG(MYKREG, 0x1b) * 0.01f + 1.f) * 0.003f,
(GETREG(MYKREG, 0x1b) * 0.01f + 1.f) * 0.003f, TRUE);
(GETREG(MYKREG, 0x1b) * 0.01f + 1.f) * 0.003f, MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_kamihubuki01_00_model);
CLOSE_DISP(game->graph);
+2 -2
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@@ -103,7 +103,7 @@ static void eKG_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y - 6.0f + GETREG(MYKREG, 0x19),
effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), TRUE);
effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), MTX_MULT);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, MTX_MULT);
Matrix_translate(-475.0f, 950.0f, 0.0f, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[1], MTX_MULT);
@@ -115,7 +115,7 @@ static void eKG_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y - 6.0f + GETREG(MYKREG, 0x19),
effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), TRUE);
effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), MTX_MULT);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, MTX_MULT);
Matrix_translate(475.0f, 0.0f, 0.0f, MTX_MULT);
Matrix_RotateZ(effect->effect_specific[2], MTX_MULT);
+2 -2
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@@ -105,7 +105,7 @@ static void eOMN_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x, effect->position.y + 4.0f, effect->position.z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
effect->offset.z + 2.0f + GETREG(MYKREG, 0x1a), TRUE);
effect->offset.z + 2.0f + GETREG(MYKREG, 0x1a), MTX_MULT);
if (GETREG(MYKREG, 0)) {
Matrix_RotateZ(-effect->effect_specific[0], MTX_MULT);
Matrix_scale(scale_m * 1.025f, scale_m, scale_m, MTX_MULT);
@@ -123,7 +123,7 @@ static void eOMN_dw(eEC_Effect_c* effect, GAME* game) {
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, MTX_LOAD);
Matrix_mult(&play->billboard_matrix, MTX_MULT);
Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y + GETREG(MYKREG, 0x19),
effect->offset.z + GETREG(MYKREG, 0x1a), TRUE);
effect->offset.z + GETREG(MYKREG, 0x1a), MTX_MULT);
Matrix_scale(0.015f, scale_y, 0.01f, MTX_MULT);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+1 -1
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@@ -141,7 +141,7 @@ static void setup_mode_Ef_Room_Sunshine(ACTOR* actor, GAME_PLAY* play) {
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x, 0.1f + sunshine->actor_class.world.position.y,
sunshine->actor_class.world.position.z, 0);
sunshine->actor_class.world.position.z, MTX_LOAD);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z, MTX_MULT);
gDPPipeSync(NEXT_POLY_XLU_DISP);
+2 -2
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@@ -148,7 +148,7 @@ static void setup_mode_Ef_Room_Sunshine_Minsect(ACTOR* actor, GAME_PLAY* play) {
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x, sunshine->actor_class.world.position.y,
sunshine->actor_class.world.position.z, 0);
sunshine->actor_class.world.position.z, MTX_LOAD);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z, MTX_MULT);
gDPPipeSync(NEXT_POLY_XLU_DISP);
@@ -177,7 +177,7 @@ static void setup_mode_Ef_Room_Sunshine_Minsect_decal(ACTOR* actor, GAME_PLAY* p
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x, sunshine->actor_class.world.position.y,
sunshine->actor_class.world.position.z, 0);
sunshine->actor_class.world.position.z, MTX_LOAD);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z, MTX_MULT);
gDPPipeSync(NEXT_POLY_OPA_DISP);
+1 -1
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@@ -145,7 +145,7 @@ void setup_mode_Ef_Room_Sunshine_Museum(ACTOR* actor, GAME_PLAY* play){
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x + GETREG(TAKREG,20), sunshine->actor_class.world.position.y + GETREG(TAKREG,21),
sunshine->actor_class.world.position.z + GETREG(TAKREG,22), 0);
sunshine->actor_class.world.position.z + GETREG(TAKREG,22), MTX_LOAD);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z, MTX_MULT);
gDPPipeSync(NEXT_POLY_XLU_DISP);
+1 -1
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@@ -151,7 +151,7 @@ static void setup_mode_Ef_Room_Sunshine_Police(ACTOR* actor, GAME_PLAY* play) {
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x, sunshine->actor_class.world.position.y,
sunshine->actor_class.world.position.z, 0);
sunshine->actor_class.world.position.z, MTX_LOAD);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z, MTX_MULT);
gDPPipeSync(NEXT_POLY_XLU_DISP);
+1 -1
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@@ -143,7 +143,7 @@ static void setup_mode_Ef_Room_Sunshine_Posthouse(ACTOR* actor, GAME_PLAY* play)
OPEN_DISP(graph);
Matrix_translate(sunshine->actor_class.world.position.x, sunshine->actor_class.world.position.y,
sunshine->actor_class.world.position.z, 0);
sunshine->actor_class.world.position.z, MTX_LOAD);
Matrix_scale(sunshine->actor_class.scale.x, sunshine->actor_class.scale.y, sunshine->actor_class.scale.z, MTX_MULT);
gDPPipeSync(NEXT_POLY_XLU_DISP);
+1 -1
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@@ -886,7 +886,7 @@ static void mCL_item_draw(Submenu* submenu, mSM_MenuInfo_c* menu_info, GAME* gam
Matrix_scale(16.0f, 16.0f, 1.0f, MTX_LOAD);
Matrix_translate((-143.0f + pos_x) + 58.0f + item->ftr_actor.position.x, (97.0f + pos_y) + item->pos_y, 0.0f,
1);
MTX_MULT);
Matrix_scale(item->scale, item->scale, 1.0f, MTX_MULT);
OPEN_DISP(graph);
+1 -1
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@@ -747,7 +747,7 @@ static void mMP_set_house_dl(GRAPH* graph, mMP_Ovl_c* map_ovl, f32 pos_x, f32 po
for (i = 0; i < label_info->label_cnt; i++) {
Matrix_scale(16.0f, 16.0f, 1.0f, MTX_LOAD);
Matrix_translate(temp_x + offset_x[(*resident_p)->house_idx % 3],
base_y + offset_y[(*resident_p)->house_idx / 3], 140.0f, 1);
base_y + offset_y[(*resident_p)->house_idx / 3], 140.0f, MTX_MULT);
gSPMatrix(gfx++, _Matrix_to_Mtx_new(graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, kan_win_npc2T_table[(*resident_p)->house_layer]);
+1 -1
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@@ -480,7 +480,7 @@ static void mMS_set_dl(Submenu* submenu, mSM_MenuInfo_c* menu_info, GAME* game)
note_moji_p = &note_moji[mscore_ovl->melody[i]];
Matrix_scale(16.0f, 16.0f, 1.0f, MTX_LOAD);
Matrix_translate(base_x + note_moji_p->frame->offset[0],
base_y + note_moji_p->frame->offset[1] + note_moji_p->ofs_y, 0.0f, 1);
base_y + note_moji_p->frame->offset[1] + note_moji_p->ofs_y, 0.0f, MTX_MULT);
if (i == cursor_idx) {
Matrix_scale(scale, scale, 1.0f, MTX_MULT);
+2 -2
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@@ -222,7 +222,7 @@ extern void watch_my_step_draw(GAME_PLAY* play) {
Matrix_push();
Matrix_scale(S_watch_my_step.opacity * (S_watch_my_step.scale * 0.75f + 0.25f),
S_watch_my_step.opacity * (S_watch_my_step.scale * 0.23333335f + 0.76666665f),
S_watch_my_step.opacity, 1);
S_watch_my_step.opacity, MTX_MULT);
gSPMatrix(font_gfx++, _Matrix_to_Mtx_new(g), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Matrix_pull();
@@ -254,7 +254,7 @@ extern void watch_my_step_draw(GAME_PLAY* play) {
Matrix_push();
Matrix_scale(S_watch_my_step.scale * 0.75f + 0.25f, S_watch_my_step.scale * 0.23333335f + 0.76666665f,
1.0f, 1);
1.0f, MTX_MULT);
gSPMatrix(font_gfx++, _Matrix_to_Mtx_new(g), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Matrix_pull();