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Clean up some more bin2c calls from the Makefile (#286)
* Remove some bin2c calls from the Makefile * Found a way to make n64graphics use shared tluts * Added an option that makes n64graphics operate in a mode where it takes an image and tlut (as pngs) and spits out the appropriate CI8 indices inc.c form * Turns out all the TLUTs for Lakitu are kept in one place, far away from the textures that use them * Names some textures and tluts * Pretty helpful actually, helped identify where a few different objects types are initialized. Should be a little useful to whoever dives into the object stuff more deeply * Minor cleanup in n64graphics * Added some comments, gave more appropriate names to some variables. * Leaving the new mode argument as `-Z` for now Signed-off-by: Taggerung <tyler.taggerung@gmail.com> * Textures compile using makefile rules * Patched n64 graphics memory leak and ci output * Added memset16safe to initialize ci palettes to magic numbers (transparent pixels). --------- Signed-off-by: Taggerung <tyler.taggerung@gmail.com> Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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+4
-3
@@ -17,6 +17,7 @@
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#include "code_8008C1D0.h"
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#include <sounds.h>
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#include "audio/external.h"
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#include "common_textures.h"
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s32 D_802BA050;
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s32 D_802BA054;
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@@ -374,7 +375,7 @@ void func_802977E4(Player *arg0) {
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void func_80297818(void) {
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s16 *phi_v0 = &D_802BA060[0];
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s16 *phi_v1 = VIRTUAL_TO_PHYSICAL2(gSegmentTable[SEGMENT_NUMBER2(&D_0D004E38)] + SEGMENT_OFFSET(&D_0D004E38));
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s16 *phi_v1 = VIRTUAL_TO_PHYSICAL2(gSegmentTable[SEGMENT_NUMBER2(gTLUTGreenShell)] + SEGMENT_OFFSET(gTLUTGreenShell));
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s16 temp_a0, temp_a0_2, temp_a0_3, temp_a0_4, temp_a0_5;
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s32 i;
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for (i = 0; i < 256; i++) {
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@@ -1253,7 +1254,7 @@ UNUSED s16 D_802B8810[] = {
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};
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void func_8029A690(Camera *arg0, Mat4 arg1, struct ShellActor *arg2) {
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gDPLoadTLUT_pal256(gDisplayListHead++, &D_0D004E38);
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gDPLoadTLUT_pal256(gDisplayListHead++, gTLUTGreenShell);
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func_8029A3AC(arg0, arg1, arg2);
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}
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@@ -1264,7 +1265,7 @@ void func_8029A75C(Camera *arg0, Mat4 arg1, struct ShellActor *arg2) {
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// Middle of a tlut access
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void func_8029A828(Camera *arg0, Mat4 arg1, struct ShellActor *arg2) {
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gDPLoadTLUT_pal256(gDisplayListHead++, &D_0D004E68[0x1D0]);
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gDPLoadTLUT_pal256(gDisplayListHead++, gTLUTBlueShell);
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func_8029A3AC(arg0, arg1, arg2);
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}
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