mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-05-23 22:45:05 -04:00
double heaps to fix Midna's eye (#106) and various other error messages I got.
Also updating aurora.
This commit is contained in:
Vendored
+1
-1
Submodule extern/aurora updated: b17da31593...5a23bcbd5e
@@ -242,7 +242,7 @@ void J3DModelLoader::setupBBoardInfo() {
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J3DMaterial* mesh = mpModelData->getJointNodePointer(i)->getMesh();
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if (mesh != NULL) {
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u32 shape_index = mesh->getShape()->getIndex();
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u16* index_table = JSUConvertOffsetToPtr<u16>(mpShapeBlock,
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BE(u16)* index_table = JSUConvertOffsetToPtr<BE(u16)>(mpShapeBlock,
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(uintptr_t)mpShapeBlock->mpIndexTable);
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J3DShapeInitData* shape_init_data =
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JSUConvertOffsetToPtr<J3DShapeInitData>(mpShapeBlock,
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@@ -40,6 +40,9 @@ void daAlink_c::setOriginalHeap(JKRExpHeap** i_ppheap, u32 i_size) {
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u32 var_r29 = 0x90;
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u32 var_r28 = 0x10;
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u32 size = ROUND(i_size, 16);
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#if TARGET_PC
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size *= 2;
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#endif
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JKRHeap* parent = mDoExt_getGameHeap();
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JKRExpHeap* heap = JKRExpHeap::create(size + (var_r29 + var_r28), parent, true);
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@@ -237,11 +237,7 @@ void* daPy_anmHeap_c::mallocBuffer() {
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return mBuffer;
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}
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#if TARGET_PC
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void daPy_anmHeap_c::createHeap(daPy_anmHeap_c::daAlinkHEAP_TYPE i_heapType, const char* name) {
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#else
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void daPy_anmHeap_c::createHeap(daPy_anmHeap_c::daAlinkHEAP_TYPE i_heapType, const char* name) {
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#endif
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u32 size;
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if (i_heapType == 4) {
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@@ -255,6 +251,9 @@ void daPy_anmHeap_c::createHeap(daPy_anmHeap_c::daAlinkHEAP_TYPE i_heapType, con
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} else {
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size = 0xA0;
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}
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#if TARGET_PC
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size *= 2;
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#endif
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char* tmpWork;
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mDoExt_transAnmBas* tmpTransBas;
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@@ -33,7 +33,11 @@ int dkWmark_c::create() {
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mColorType = this->parameters;
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}
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#if TARGET_PC
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mpHeap = mDoExt_createSolidHeapFromGameToCurrent(0x1100, 0x20);
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#else
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mpHeap = mDoExt_createSolidHeapFromGameToCurrent(0x880, 0x20);
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#endif
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if (mpHeap != NULL) {
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JKRHEAP_NAME(mpHeap, "dkWmark_c::mpHeap");
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J3DModelData* modelData = (J3DModelData*)dComIfG_getObjectRes("Alink", 0x23);
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@@ -1175,7 +1175,11 @@ static void undwater_init() {
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J3DModelData* modelData2 = (J3DModelData*)dComIfG_getObjectRes("Always", 0x1D);
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JUT_ASSERT(1867, modelData2 != NULL);
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#if TARGET_PC
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g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0xC00, 0x20);
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#else
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g_env_light.undwater_ef_heap = mDoExt_createSolidHeapFromGameToCurrent(0x600, 0x20);
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#endif
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JKRHEAP_NAME(g_env_light.undwater_ef_heap, "g_env_light.undwater_ef_heap");
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if (g_env_light.undwater_ef_heap != NULL) {
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@@ -730,6 +730,9 @@ u8 var_r30 = fopAcM::HeapAdjustEntry;
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#endif
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u32 size = i_size & 0xFFFFFF;
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#if TARGET_PC
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size *= 2;
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#endif
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bool result = fopAcM_entrySolidHeap_(i_actor, i_heapCallback, size);
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#if DEBUG
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fopAcM::HeapDummyCheck = var_r29;
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