Merge decomp/main into dusk

Merges 44 upstream commits from zeldaret/tp decomp/main.

Conflict resolutions:
- .github/workflows/build.yml: keep deleted (not needed for PC port)
- README.md: keep PC port README
- J3DAnimation.h: keep OFFSET_PTR macro + add upstream forward decl
- J3DModelLoader.h: keep BE(u32) mBlockNum + add field_0x1c
- d_com_inf_game.h: keep PC port inlines + add upstream declarations
- global.h: keep MULTI_CHAR macro + add FABSF macro
- JUTConsole.cpp: keep uintptr_t cast for 64-bit
- JUTDbPrint.cpp: keep PC enter_() helper + add cstring include
- JUTResFont.cpp: take upstream loop/struct improvements with BE types
- JUTCacheFont.cpp: take upstream decomp fix
- float.h: use upstream !PLATFORM_GCN guard
- d_a_npc_bouS/theB.cpp: keep MULTI_CHAR() for PC portability
- d_a_npc_henna.cpp: keep uintptr_t + use upstream var name
- d_demo.cpp: keep near_/far_ field renames for PC
- d_resorce.cpp: keep uintptr_t + fix var name to res
- d_s_room.cpp, m_Do_graphic.cpp: keep dusk includes + add cstring
- m_Do_main.cpp: keep JHIComPortManager + use JAS_GLOBAL_INSTANCE_INIT
- angle_utils.h: remove redundant types.h include
This commit is contained in:
Luke Street
2026-02-28 13:28:42 -07:00
3803 changed files with 240344 additions and 16831 deletions
+12 -12
View File
@@ -22,10 +22,10 @@ daE_FB_HIO_c::daE_FB_HIO_c() {
maximum_rotation_width = 0x300;
minimum_turning_range = 0x10;
rotation_width_stairs = 120;
color_register_1r = 0x87;
color_register_1g = 0x96;
color_register_1b = 0x91;
color_register_1a = 0xB6;
color_register_1r = 135;
color_register_1g = 150;
color_register_1b = 145;
color_register_1a = 182;
maximum_rotation_width_2 = 120;
}
@@ -159,18 +159,18 @@ int daE_FB_c::draw() {
cStack_44.set(player->current.pos);
cStack_44.y += 100.0f;
GXColor local_48;
local_48.r = 0x82;
local_48.g = 0xff;
local_48.b = 0x82;
local_48.a = 0xfa;
local_48.r = 130;
local_48.g = 255;
local_48.b = 130;
local_48.a = 250;
dDbVw_drawLineXlu(attention_info.position, cStack_44, local_48, 1, 0xc);
}
#endif
GXTexObj* tex_obj = dDlst_shadowControl_c::getSimpleTex();
mShadowKey =
dComIfGd_setShadow(mShadowKey, 1, model, &my_vec, BREG_F(19) + 1300.0f, 0.0f, current.pos.y,
mObjAcch.GetGroundH(), mObjAcch.m_gnd, &tevStr, 0, 1.0f, tex_obj);
mObjAcch.GetGroundH(), mObjAcch.m_gnd, &tevStr, 0, 1.0f,
dDlst_shadowControl_c::getSimpleTex());
return 1;
}
@@ -293,14 +293,14 @@ bool daE_FB_c::search_check() {
if (fopAcM_searchPlayerDistance(this) <= l_HIO.player_detection_range) {
if (!field_0x69c) {
mRotation = fopAcM_searchPlayerAngleY(this);
field_0x69c = 0x1E;
field_0x69c = 30;
field_0x696 = 0;
}
retval = true;
} else if (mActionMode != 1 && !field_0x69c) {
mRotation = home.angle.y;
field_0x69c = 0x1E;
field_0x69c = 30;
field_0x696 = 0;
}