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bss and I8/I5 functions
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+2
-2
@@ -2456,8 +2456,8 @@ void Play_DisableMotionBlur(void);
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// void Play_ClearTransition(void);
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_CompressI8ToI5(u8* srcI8, s8* destI5, size_t size);
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void Play_DecompressI5ToI8(u8* srcI5, s8* destI8, size_t size);
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void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size);
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void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size);
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// void Play_GetWaterSurface(void);
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void Play_UpdateWaterCamera(PlayState* this, Camera* camera);
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void Play_UpdateTransition(PlayState* this);
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+1
-1
@@ -257,7 +257,7 @@ typedef struct GraphicsContext {
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/* 0x2EA */ u8 updateViMode;
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/* 0x2EB */ u8 framebufferIndex;
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/* 0x2EC */ void (*callback)(struct GraphicsContext*, u32);
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/* 0x2F0 */ u32 callbackParam;
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/* 0x2F0 */ u32 callbackArg;
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/* 0x2F4 */ f32 xScale;
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/* 0x2F8 */ f32 yScale;
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/* 0x2FC */ GfxMasterList* masterList;
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+1
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@@ -165,7 +165,7 @@ retry:
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gfxCtx->masterList = gGfxMasterDL;
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if (gfxCtx->callback != NULL) {
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gfxCtx->callback(gfxCtx, gfxCtx->callbackParam);
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gfxCtx->callback(gfxCtx, gfxCtx->callbackArg);
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}
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task->type = M_GFXTASK;
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+18
-16
@@ -12,18 +12,18 @@ s32 gDbgCamEnabled = false;
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u8 D_801D0D54 = false;
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// bss
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s16 sTransitionFillTimer; // 0x801F6C10
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Input D_801F6C18; // 0x801F6C18
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FbDemoStruct sTrnsnUnk; // 0x801F6C30
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u16* D_801F6D0C; // 0x801F6D0C
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s32 gTrnsnUnkState; // 0x801F6D10
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VisMono sVisMono; // 0x801F6D18
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Color_RGBA8_u32 gVisMonoColor; // 0x801F6D30
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Struct_80140E80 D_801F6D38; // 0x801F6D38
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Struct_80140E80* D_801F6D4C; // 0x801F6D4C
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s16 sTransitionFillTimer; // 0x801F6C10
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Input D_801F6C18; // 0x801F6C18
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FbDemoStruct sTrnsnUnk; // 0x801F6C30
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u16* D_801F6D0C; // 0x801F6D0C
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s32 gTrnsnUnkState; // 0x801F6D10
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VisMono sVisMono; // 0x801F6D18
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Color_RGBA8_u32 gVisMonoColor; // 0x801F6D30
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Struct_80140E80 D_801F6D38; // 0x801F6D38
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Struct_80140E80* D_801F6D4C; // 0x801F6D4C
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BombersNotebook sBombersNotebook; // 0x801F6D50
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u8 sBombersNotebookOpen; // 0x801F6DFC
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u8 sMotionBlurStatus; // 0x801F6DFD
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u8 sBombersNotebookOpen; // 0x801F6DFC
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u8 sMotionBlurStatus; // 0x801F6DFD
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typedef enum {
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/* 0 */ MOTION_BLUR_OFF,
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@@ -335,7 +335,7 @@ Gfx* Play_SetFog(PlayState* this, Gfx* gfx) {
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s32 fogFar = this->lightCtx.fogFar * (5.0f / 64.0f);
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return Gfx_SetFogWithSync(gfx, this->lightCtx.fogColor.r, this->lightCtx.fogColor.g, this->lightCtx.fogColor.b, 0,
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this->lightCtx.fogNear, (fogFar <= 1000) ? 1000 : fogFar);
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this->lightCtx.fogNear, ((fogFar <= 1000) ? 1000 : fogFar));
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}
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void Play_Destroy(GameState* thisx) {
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@@ -357,7 +357,7 @@ void Play_Destroy(GameState* thisx) {
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BombersNotebook_Destroy(&sBombersNotebook);
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this->state.gfxCtx->callback = NULL;
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this->state.gfxCtx->callbackParam = 0;
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this->state.gfxCtx->callbackArg = 0;
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Play_DestroyMotionBlur();
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if (R_PAUSE_MENU_MODE != PAUSE_BG_PRERENDER_OFF) {
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@@ -404,7 +404,8 @@ void Play_Destroy(GameState* thisx) {
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ZeldaArena_Cleanup();
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}
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void Play_CompressI8ToI5(u8* srcI8, s8* destI5, size_t size) {
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// TODO: More Docs
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void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size) {
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u32 i;
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u8* src = srcI8;
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s8* dest = destI5;
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@@ -415,7 +416,7 @@ void Play_CompressI8ToI5(u8* srcI8, s8* destI5, size_t size) {
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for (i = 0; i < size; i++) {
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srcPixel = *src++;
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srcPixel = (srcPixel * 0x1F + 0x80) / 255;
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srcPixel = (srcPixel * 0x1F + 0x80) / 0xFF;
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var_a1 = var_a3 - 5;
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if (var_a1 > 0) {
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destPixel |= srcPixel << (var_a1);
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@@ -433,7 +434,8 @@ void Play_CompressI8ToI5(u8* srcI8, s8* destI5, size_t size) {
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}
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}
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void Play_DecompressI5ToI8(u8* srcI5, s8* destI8, size_t size) {
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// TODO: More Docs
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void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size) {
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u32 i;
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u8* src = srcI5;
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s8* dest = destI8;
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