[decomp] Partial implementation of tie (#1916)

Some stuff isn't working fully yet:
- fog color
- time of day
- draw order for multiple passes (currently all draws in the default tie
bucket)
- possibly settings for transparent stuff (untested, but might work)
- the "vanish" effect (we might not want this anyway?)
- environment mapping/etie completely not implemented.


![image](https://user-images.githubusercontent.com/48171810/192154314-2cc8ac51-9dad-474f-a84b-3a1d98973215.png)

![image](https://user-images.githubusercontent.com/48171810/192154316-457a7ee0-b5a4-4a40-b48e-8863114da735.png)
This commit is contained in:
water111
2022-09-25 12:50:51 -04:00
committed by GitHub
parent a53c06fe2b
commit b5705bde96
26 changed files with 7998 additions and 397 deletions
+7
View File
@@ -72,6 +72,13 @@ TEST(VuDisasm, SpriteGlow_Jak2) {
EXPECT_EQ(disasm.to_string(prog), get_expected("jak2/sprite-glow"));
}
TEST(VuDisasm, Tie_Jak2) {
auto data = get_test_data("jak2/tie");
VuDisassembler disasm(VuDisassembler::VuKind::VU1);
auto prog = disasm.disassemble(data.data(), data.size() * 4, false);
EXPECT_EQ(disasm.to_string(prog), get_expected("jak2/tie"));
}
TEST(VuDisasm, SpriteDistort) {
auto data = get_test_data("sprite-distort");
VuDisassembler disasm(VuDisassembler::VuKind::VU1);