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Merge pull request #422 from Cuyler36:ef_pun_yuge
Implement & link ef_pun_yuge
This commit is contained in:
@@ -1215,6 +1215,10 @@ ef_pun_sekimen.c:
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.text: [0x8061A824, 0x8061AA20]
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.rodata: [0x8064CAC0, 0x8064CAD8]
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.data: [0x806D33F0, 0x806D3408]
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ef_pun_yuge.c:
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.text: [0x8061AA20, 0x8061AE9C]
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.rodata: [0x8064CAD8, 0x8064CB08]
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.data: [0x806D3408, 0x806D3478]
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ef_tent_lamp.c:
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.text: [0x80622304, 0x8062260C]
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.rodata: [0x8064CF10, 0x8064CF38]
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@@ -101,6 +101,8 @@ typedef enum audio_sound_effects {
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NA_SE_TREE_TOUCH = 0x134,
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NA_SE_TREE_YURASU,
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NA_SE_PUN_YUGE = 0x13B,
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NA_SE_DOYON = 0x13F,
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NA_SE_KIRIBASU_SCOOP = 0x148,
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+94
-4
@@ -1,5 +1,20 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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extern u8 ef_pun01_0_int_i4[];
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extern u8 ef_pun01_1_int_i4[];
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extern u8 ef_pun01_2_int_i4[];
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extern u8 ef_pun01_3_int_i4[];
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extern u8 ef_pun01_4_int_i4[];
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extern Gfx ef_pun01_00_modelT[];
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static u8* ePunYuge_yuge_texture_table[] = {
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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,
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};
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static void ePunYuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void ePunYuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void ePunYuge_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +33,92 @@ eEC_PROFILE_c iam_ef_pun_yuge = {
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};
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static void ePunYuge_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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// TODO
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pos.y += 23.0f;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_PUN_YUGE, pos, NULL, game, &arg0, item_name, prio, 0, 0);
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}
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static void ePunYuge_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->effect_specific[1] = *(s16*)ct_arg;
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effect->effect_specific[0] = eEC_CLIP->random_first_speed_proc(NULL, 1.5f, 16.0f, 0.0f);
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effect->offset.z = 10.0f;
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effect->timer = 26.0f;
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sAdo_OngenTrgStart(NA_SE_PUN_YUGE, &effect->position);
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}
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static void ePunYuge_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 elapsed_time = 26 - effect->timer;
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if (elapsed_time < 4) {
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effect->offset.y += 1.5f;
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}
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}
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typedef struct pun_yuge_tex_anim_s {
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u8 tex0;
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u8 tex1;
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u8 prim_f;
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u8 unused;
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} ePunYuge_tex_anim_c;
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static ePunYuge_tex_anim_c ePunYuge_texture_anime_idx[] = {
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{ 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 1, 127, 0 }, { 1, 1, 255, 0 },
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{ 1, 2, 127, 0 }, { 2, 2, 0, 0 }, { 2, 3, 127, 0 }, { 3, 3, 255, 0 }, { 3, 4, 127, 0 },
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{ 4, 4, 0, 0 }, { 4, 4, 0, 0 }, { 4, 4, 0, 0 },
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};
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static u8 ePunYuge_prim_f_table[] = {
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0, 0, 0, 127, 255, 127, 0, 127, 255, 127, 0, 0, 0,
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};
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static void ePunYuge_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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GAME_PLAY* play = (GAME_PLAY*)game;
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int frame;
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s16 time_elapsed = 26 - effect->timer;
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int anime_idx0;
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int anime_idx1;
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int prim_f;
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int prim_gb;
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int prim_a;
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int env_gb;
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frame = (s16)CLAMP(time_elapsed >> 1, 0, 12);
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anime_idx0 = ePunYuge_texture_anime_idx[frame].tex0;
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anime_idx1 = ePunYuge_texture_anime_idx[frame].tex1;
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prim_f = ePunYuge_prim_f_table[frame];
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prim_gb = (u8)eEC_CLIP->calc_adjust_proc(time_elapsed, 0, 8, 200.0f, 255.0f);
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prim_a = (u8)eEC_CLIP->calc_adjust_proc(time_elapsed, 12, 26, 255.0f, 0.0f);
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env_gb = (u8)eEC_CLIP->calc_adjust_proc(time_elapsed, 0, 8, 0.0f, 255.0f);
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if (frame <= 4) {
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f32 scale_y[5];
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scale_y[0] = 0.00595f;
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scale_y[1] = 0.00833f;
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scale_y[2] = 0.014161f;
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scale_y[3] = 0.00833f;
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scale_y[4] = 0.00595f;
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effect->scale.y = scale_y[frame];
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effect->scale.x = 0.00595f;
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} else {
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effect->scale.x = eEC_CLIP->calc_adjust_proc(time_elapsed, 10, 26, 0.00595f, 0.0119f);
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effect->scale.y = effect->scale.x;
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}
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, 0);
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Matrix_mult(&play->billboard_matrix, 1);
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Matrix_RotateZ(effect->effect_specific[0], 1);
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Matrix_translate(effect->offset.x, effect->offset.y, effect->offset.z, 1);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, 1);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_8, ePunYuge_yuge_texture_table[anime_idx0]);
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gSPSegment(NEXT_POLY_XLU_DISP, G_MWO_SEGMENT_9, ePunYuge_yuge_texture_table[anime_idx1]);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, (u8)prim_f, 255, (u8)prim_gb, (u8)prim_gb, (u8)prim_a);
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gDPSetEnvColor(NEXT_POLY_XLU_DISP, 255, (u8)env_gb, (u8)env_gb, 255);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_pun01_00_modelT);
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CLOSE_DISP(game->graph);
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}
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