Some OOT transfers, some renaming, etc (#75)

* Progress on various files

* gfxprint stuff

* split some rodata, add iconv for rodata string parsing

* z_std_dma rodata

* 2 nonmatchings in gfxprint

* mtxuty-cvt ok

* more

* match a function in idle.c

* progress

* Cleanup

* Rename BgPolygon to CollisionPoly

* progress

* some effect stuff

* more effect progress

* updates

* made suggested changes

* z_effect_soft_sprite_old_init mostly ok

Co-authored-by: Lucas Shaw <lucas.shaw1123@gmail.com>
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
This commit is contained in:
Lucas Shaw
2021-03-27 14:17:41 -07:00
committed by GitHub
parent fee7a49abc
commit 623b6d5318
84 changed files with 4327 additions and 1207 deletions
+138 -25
View File
@@ -5,26 +5,139 @@
#define ABS(x) ((x) < 0 ? -(x) : (x))
#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1))
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_PrintLists.asm")
void Actor_PrintLists(ActorContext *actorCtx) {
ActorListEntry* actorList = &actorCtx->actorList[0];
Actor* actor;
s32 i;
void Actor_SetDrawParams(ActorShape* actorShape, f32 yOffset, ActorShadowFunc func, f32 scale) {
FaultDrawer_SetCharPad(-2, 0);
FaultDrawer_Printf(D_801DC9D0, gMaxActorId);
FaultDrawer_Printf(D_801DC9D8);
for (i = 0; i < ARRAY_COUNT(actorCtx->actorList); i++) {
actor = actorList[i].first;
while (actor != NULL) {
FaultDrawer_Printf(D_801DC9F8, i, actor, actor->id, actor->category, D_801DCA10);
actor = actor->next;
}
}
}
void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale) {
actorShape->yOffset = yOffset;
actorShape->shadowDraw = func;
actorShape->shadowScale = scale;
actorShape->shadowDraw = shadowDraw;
actorShape->shadowScale = shadowScale;
actorShape->shadowAlpha = 255;
}
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_PostDraw.asm")
#ifdef NON_MATCHING
void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gfx* dlist, Color_RGBA8* color) {
if (actor->floorPoly != NULL) {
f32 dy = actor->world.pos.y - actor->floorHeight;
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B3FC0.asm")
if (dy >= -50.0f && dy < 500.0f) {
f32 shadowScale;
MtxF mtx;
OPEN_DISPS(globalCtx->state.gfxCtx);
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B4024.asm")
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B4088.asm")
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
COMBINED);
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B40B8.asm")
dy = CLAMP(dy, 0.0f, 150.0f);
shadowScale = 1.0f - (dy * D_801DCA14);
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B40E0.asm")
if (color != NULL) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, color->red, color->green, color->blue,
(u8)(actor->shape.shadowAlpha * shadowScale));
} else {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, (u8)(actor->shape.shadowAlpha * shadowScale));
}
func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &mtx);
Matrix_Put(&mtx);
if (dlist != D_04076BC0) {
Matrix_RotateY((f32)actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY);
}
shadowScale = 1.0f - (dy * D_801DCA14);
shadowScale *= actor->shape.shadowScale;
Matrix_Scale(shadowScale * actor->scale.x, 1.0f, shadowScale * actor->scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
}
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//ActorShadow_Draw.asm")
#endif
/* ActorShadow_DrawCircle */
void func_800B3FC0(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
if (actor->bgCheckFlags & 0x400) {
func_800B4AEC(globalCtx, actor, 50.0f);
}
ActorShadow_Draw(actor, lights, globalCtx, D_04076BC0, NULL);
}
/* ActorShadow_DrawSquare */
void func_800B4024(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
if (actor->bgCheckFlags & 0x400) {
func_800B4AEC(globalCtx, actor, 50.0f);
}
ActorShadow_Draw(actor, lights, globalCtx, D_04075A40, NULL);
}
/* ActorShadow_DrawWhiteCircle */
void func_800B4088(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
ActorShadow_Draw(actor, lights, globalCtx, D_04076BC0, &D_801AEC80);
}
/* ActorShadow_DrawHorse */
void func_800B40B8(Actor* actor, Lights* lights, GlobalContext* globalCtx) {
ActorShadow_Draw(actor, lights, globalCtx, D_04077480, NULL);
}
/* ActorShadow_DrawFoot */
#ifdef NON_MATCHING
void func_800B40E0(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6) {
s32 pad1;
s16 sp58;
s32 pad2[2];
OPEN_DISPS(globalCtx->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0,
(u32)(((arg3 * D_801DCA18) > 1.0f ? 1.0f : (arg3 * D_801DCA18)) * arg4) & 0xFF);
sp58 = Math_FAtan2F(light->l.dir[0], light->l.dir[2]);
arg6 *= (4.5f - (light->l.dir[1] * D_801DCA1C));
arg6 = (arg6 < 1.0f) ? 1.0f : arg6;
Matrix_Put(arg2);
Matrix_RotateY(sp58, MTXMODE_APPLY);
Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, D_04075B30);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
#else
#pragma GLOBAL_ASM("asm/non_matchings/code/z_actor/func_800B40E0.asm")
#endif
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B42F8.asm")
@@ -214,10 +327,10 @@ void Actor_SetScale(Actor* actor, f32 scale) {
void Actor_SetObjectSegment(GlobalContext* ctxt, Actor* actor) {
// TODO: Segment number enum
gRspSegmentPhysAddrs[6] = PHYSICAL_TO_VIRTUAL(ctxt->sceneContext.objects[actor->objBankIndex].vramAddr);
gSegments[6] = PHYSICAL_TO_VIRTUAL(ctxt->sceneContext.objects[actor->objBankIndex].segment);
}
#ifdef NON_MATCHING
#if 0
void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
Actor_InitCurrPosition(actor);
Actor_InitDrawRotation(actor);
@@ -271,11 +384,11 @@ void Actor_ApplyMovement(Actor* actor) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_ApplyMovement.asm")
#endif
#ifdef NON_MATCHING
#if 0
void Actor_SetVelocityYRotationAndGravity(Actor* actor) {
actor->velocity.x = actor->speedXZ * Math_Sins(actor->world.rot.x);
actor->velocity.x = actor->speedXZ * Math_SinS(actor->world.rot.x);
actor->velocity.y = actor->velocity.y + actor->gravity;
actor->velocity.z = actor->speedXZ * Math_Coss(actor->world.rot.x);
actor->velocity.z = actor->speedXZ * Math_CosS(actor->world.rot.x);
if (actor->velocity.y < actor->minYVelocity) {
actor->velocity.y = actor->minYVelocity;
@@ -291,10 +404,10 @@ void Actor_SetVelocityAndMoveYRotationAndGravity(Actor* actor) {
}
void Actor_SetVelocityXYRotation(Actor* actor) {
f32 velX = Math_Coss(actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_Sins(actor->world.rot.y) * velX;
actor->velocity.y = Math_Sins(actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_Coss(actor->world.rot.y) * velX;
f32 velX = Math_CosS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_SinS(actor->world.rot.y) * velX;
actor->velocity.y = Math_SinS(actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * velX;
}
void Actor_SetVelocityAndMoveXYRotation(Actor* actor) {
@@ -303,10 +416,10 @@ void Actor_SetVelocityAndMoveXYRotation(Actor* actor) {
}
void Actor_SetVelocityXYRotationReverse(Actor* actor) {
f32 velX = Math_Coss(-actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_Sins(actor->world.rot.y) * velX;
actor->velocity.y = Math_Sins(-actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_Coss(actor->world.rot.y) * velX;
f32 velX = Math_CosS(-actor->world.rot.x) * actor->speedXZ;
actor->velocity.x = Math_SinS(actor->world.rot.y) * velX;
actor->velocity.y = Math_SinS(-actor->world.rot.x) * actor->speedXZ;
actor->velocity.z = Math_CosS(actor->world.rot.y) * velX;
}
void Actor_SetVelocityAndMoveXYRotationReverse(Actor* actor) {
@@ -364,8 +477,8 @@ void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f*
f32 imm_x;
f32 imm_z;
cos_rot_y = Math_Coss(actor->shape.rot.y);
sin_rot_y = Math_Sins(actor->shape.rot.y);
cos_rot_y = Math_CosS(actor->shape.rot.y);
sin_rot_y = Math_SinS(actor->shape.rot.y);
imm_x = point->x - actor->world.pos.x;
imm_z = point->z - actor->world.pos.z;
offset->x = ((imm_x * cos_rot_y) - (imm_z * sin_rot_y));