Merge pull request #422 from Cuyler36:ef_pun_yuge

Implement & link ef_pun_yuge
This commit is contained in:
Cuyler36
2024-09-03 23:06:17 -04:00
committed by GitHub
3 changed files with 100 additions and 4 deletions
+4
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@@ -1215,6 +1215,10 @@ ef_pun_sekimen.c:
.text: [0x8061A824, 0x8061AA20]
.rodata: [0x8064CAC0, 0x8064CAD8]
.data: [0x806D33F0, 0x806D3408]
ef_pun_yuge.c:
.text: [0x8061AA20, 0x8061AE9C]
.rodata: [0x8064CAD8, 0x8064CB08]
.data: [0x806D3408, 0x806D3478]
ef_tent_lamp.c:
.text: [0x80622304, 0x8062260C]
.rodata: [0x8064CF10, 0x8064CF38]
+2
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@@ -101,6 +101,8 @@ typedef enum audio_sound_effects {
NA_SE_TREE_TOUCH = 0x134,
NA_SE_TREE_YURASU,
NA_SE_PUN_YUGE = 0x13B,
NA_SE_DOYON = 0x13F,
NA_SE_KIRIBASU_SCOOP = 0x148,
+94 -4
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@@ -1,5 +1,20 @@
#include "ef_effect_control.h"
#include "m_common_data.h"
#include "m_rcp.h"
#include "sys_matrix.h"
extern u8 ef_pun01_0_int_i4[];
extern u8 ef_pun01_1_int_i4[];
extern u8 ef_pun01_2_int_i4[];
extern u8 ef_pun01_3_int_i4[];
extern u8 ef_pun01_4_int_i4[];
extern Gfx ef_pun01_00_modelT[];
static u8* ePunYuge_yuge_texture_table[] = {
ef_pun01_0_int_i4, ef_pun01_1_int_i4, ef_pun01_2_int_i4, ef_pun01_3_int_i4, ef_pun01_4_int_i4,
};
static void ePunYuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
static void ePunYuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
static void ePunYuge_mv(eEC_Effect_c* effect, GAME* game);
@@ -18,17 +33,92 @@ eEC_PROFILE_c iam_ef_pun_yuge = {
};
static void ePunYuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
// TODO
pos.y += 23.0f;
eEC_CLIP->make_effect_proc(eEC_EFFECT_PUN_YUGE, pos, NULL, game, &arg0, item_name, prio, 0, 0);
}
static void ePunYuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
// TODO
effect->effect_specific[1] = *(s16*)ct_arg;
effect->effect_specific[0] = eEC_CLIP->random_first_speed_proc(NULL, 1.5f, 16.0f, 0.0f);
effect->offset.z = 10.0f;
effect->timer = 26.0f;
sAdo_OngenTrgStart(NA_SE_PUN_YUGE, &effect->position);
}
static void ePunYuge_mv(eEC_Effect_c* effect, GAME* game) {
// TODO
s16 elapsed_time = 26 - effect->timer;
if (elapsed_time < 4) {
effect->offset.y += 1.5f;
}
}
typedef struct pun_yuge_tex_anim_s {
u8 tex0;
u8 tex1;
u8 prim_f;
u8 unused;
} ePunYuge_tex_anim_c;
static ePunYuge_tex_anim_c ePunYuge_texture_anime_idx[] = {
{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 127, 0 }, { 1, 1, 255, 0 },
{ 1, 2, 127, 0 }, { 2, 2, 0, 0 }, { 2, 3, 127, 0 }, { 3, 3, 255, 0 }, { 3, 4, 127, 0 },
{ 4, 4, 0, 0 }, { 4, 4, 0, 0 }, { 4, 4, 0, 0 },
};
static u8 ePunYuge_prim_f_table[] = {
0, 0, 0, 127, 255, 127, 0, 127, 255, 127, 0, 0, 0,
};
static void ePunYuge_dw(eEC_Effect_c* effect, GAME* game) {
// TODO
GAME_PLAY* play = (GAME_PLAY*)game;
int frame;
s16 time_elapsed = 26 - effect->timer;
int anime_idx0;
int anime_idx1;
int prim_f;
int prim_gb;
int prim_a;
int env_gb;
frame = (s16)CLAMP(time_elapsed >> 1, 0, 12);
anime_idx0 = ePunYuge_texture_anime_idx[frame].tex0;
anime_idx1 = ePunYuge_texture_anime_idx[frame].tex1;
prim_f = ePunYuge_prim_f_table[frame];
prim_gb = (u8)eEC_CLIP->calc_adjust_proc(time_elapsed, 0, 8, 200.0f, 255.0f);
prim_a = (u8)eEC_CLIP->calc_adjust_proc(time_elapsed, 12, 26, 255.0f, 0.0f);
env_gb = (u8)eEC_CLIP->calc_adjust_proc(time_elapsed, 0, 8, 0.0f, 255.0f);
if (frame <= 4) {
f32 scale_y[5];
scale_y[0] = 0.00595f;
scale_y[1] = 0.00833f;
scale_y[2] = 0.014161f;
scale_y[3] = 0.00833f;
scale_y[4] = 0.00595f;
effect->scale.y = scale_y[frame];
effect->scale.x = 0.00595f;
} else {
effect->scale.x = eEC_CLIP->calc_adjust_proc(time_elapsed, 10, 26, 0.00595f, 0.0119f);
effect->scale.y = effect->scale.x;
}
OPEN_DISP(game->graph);
_texture_z_light_fog_prim_xlu(game->graph);
Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
Matrix_mult(&play->billboard_matrix, 1);
Matrix_RotateZ(effect->effect_specific[0], 1);
Matrix_translate(effect->offset.x, effect->offset.y, effect->offset.z, 1);
Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, ePunYuge_yuge_texture_table[anime_idx0]);
gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_9, ePunYuge_yuge_texture_table[anime_idx1]);
gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, (u8)prim_f, 255, (u8)prim_gb, (u8)prim_gb, (u8)prim_a);
gDPSetEnvColor(NEXT_POLY_XLU_DISP, 255, (u8)env_gb, (u8)env_gb, 255);
gSPDisplayList(NEXT_POLY_XLU_DISP, ef_pun01_00_modelT);
CLOSE_DISP(game->graph);
}