General Cleanup 3 (#1543)

* voicestopread -> voicestopreaddata

* PadMgr_ThreadEntry

* PointLight_t

* OS_VI_UNK28

* print stuff

* Remove OS_PRIORITY_THREADTAIL

* sBoeDlists -> sBoeModelInfo

* Prerender_DrawBackground2D

* segments

* Revert "print stuff"

This reverts commit 1d833e2f0d.

* format

* Update src/overlays/actors/ovl_En_Mkk/z_en_mkk.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

---------

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Derek Hensley
2024-01-29 05:51:59 -08:00
committed by GitHub
parent 0729b150a3
commit 6fb4a07325
41 changed files with 160 additions and 152 deletions
+2 -2
View File
@@ -734,7 +734,7 @@ void PadMgr_GetInput2(Input* inputs, s32 gameRequest) {
PadMgr_UnlockPadData();
}
void PadMgr_ThreadEntry() {
void PadMgr_ThreadEntry(void) {
s16* interruptMsg = NULL;
s32 actionBits;
s32 exit;
@@ -798,6 +798,6 @@ void PadMgr_Init(OSMesgQueue* siEvtQ, IrqMgr* irqMgr, OSId threadId, OSPri pri,
osContSetCh(sPadMgrInstance->nControllers);
PadMgr_ReleaseSerialEventQueue(siEvtQ);
osCreateThread(&sPadMgrInstance->thread, threadId, PadMgr_ThreadEntry, sPadMgrInstance, stack, pri);
osCreateThread(&sPadMgrInstance->thread, threadId, (void*)PadMgr_ThreadEntry, sPadMgrInstance, stack, pri);
osStartThread(&sPadMgrInstance->thread);
}
+2 -2
View File
@@ -3394,10 +3394,10 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
Actor_AddToCategory(actorCtx, actor, actorInit->type);
{
u32 sp20 = gSegments[6];
uintptr_t prevSeg = gSegments[0x06];
Actor_Init(actor, play);
gSegments[6] = sp20;
gSegments[0x06] = prevSeg;
}
return actor;
+3 -3
View File
@@ -133,7 +133,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) {
}
void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) {
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
EnHy_ChangeAnim(&enHy->skelAnime, animIndex);
}
@@ -141,7 +141,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) {
s32 isUpdated = false;
if (enHy->actor.draw != NULL) {
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment);
SkelAnime_Update(&enHy->skelAnime);
isUpdated = true;
}
@@ -168,7 +168,7 @@ s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg
enHy->actor.objectSlot = enHy->skelLowerObjectSlot;
isInitialized = true;
ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f);
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objectSlot].segment);
gSegments[0x06] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objectSlot].segment);
SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable,
ENHY_LIMB_MAX);
EnHy_ChangeObjectAndAnim(enHy, play, animIndex);
+2 -2
View File
@@ -187,8 +187,8 @@ void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP) {
TransitionTile_SetVtx(this);
gSPMatrix(gfx++, &this->projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
gSPMatrix(gfx++, &this->modelView, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(gfx++, 0xA, this->frame == 0 ? this->vtxFrame1 : this->vtxFrame2);
gSPSegment(gfx++, 0xB, this->zBuffer);
gSPSegment(gfx++, 0x0A, this->frame == 0 ? this->vtxFrame1 : this->vtxFrame2);
gSPSegment(gfx++, 0x0B, this->zBuffer);
gSPDisplayList(gfx++, sTransTileSetupDL);
gSPDisplayList(gfx++, this->gfx);
gDPPipeSync(gfx++);
+21 -17
View File
@@ -132,39 +132,43 @@ void Lights_BindPointWithReference(Lights* lights, LightParams* params, Vec3f* p
void Lights_BindPoint(Lights* lights, LightParams* params, PlayState* play) {
Light* light;
f32 radiusF = params->point.radius;
Vec3f posF;
f32 kq = params->point.radius;
Vec3f pos;
Vec3f adjustedPos;
s32 pad;
if (radiusF > 0) {
posF.x = params->point.x;
posF.y = params->point.y;
posF.z = params->point.z;
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &posF, &adjustedPos);
if ((adjustedPos.z > -radiusF) && (600 + radiusF > adjustedPos.z) && (400 > fabsf(adjustedPos.x) - radiusF) &&
(400 > fabsf(adjustedPos.y) - radiusF)) {
if (kq > 0.0f) {
pos.x = params->point.x;
pos.y = params->point.y;
pos.z = params->point.z;
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &pos, &adjustedPos);
if ((-kq < adjustedPos.z) && ((600.0f + kq) > adjustedPos.z) && ((fabsf(adjustedPos.x) - kq) < 400.0f) &&
((fabsf(adjustedPos.y) - kq) < 400.0f)) {
light = Lights_FindSlot(lights);
if (light != NULL) {
radiusF = 4500000.0f / (radiusF * radiusF);
if (radiusF > 255) {
radiusF = 255;
} else if (20 > radiusF) {
radiusF = 20;
kq = 4500000.0f / SQ(kq);
if (kq > 255.0f) {
kq = 255.0f;
} else if (20.0f > kq) {
kq = 20.0f;
}
light->p.col[0] = params->point.color[0];
light->p.colc[0] = light->p.col[0];
light->p.col[1] = params->point.color[1];
light->p.colc[1] = light->p.col[1];
light->p.col[2] = params->point.color[2];
light->p.colc[2] = light->p.col[2];
light->p.pos[0] = params->point.x;
light->p.pos[1] = params->point.y;
light->p.pos[2] = params->point.z;
light->p.unk3 = 0x8;
light->p.unk7 = 0xFF;
light->p.unkE = (s32)radiusF;
light->p.kc = 8;
light->p.kl = -1;
light->p.kq = (s32)kq;
}
}
}
+2 -2
View File
@@ -6231,8 +6231,8 @@ void Interface_Draw(PlayState* play) {
gSPLoadUcodeL(OVERLAY_DISP++, gspS2DEX2_fifo);
gfx = OVERLAY_DISP;
Prerender_DrawBackground2D(&gfx, sStoryTextures[interfaceCtx->storyType],
sStoryTLUTs[interfaceCtx->storyType], SCREEN_WIDTH, SCREEN_HEIGHT, 2, 1, 0x8000,
0x100, 0.0f, 0.0f, 1.0f, 1.0f, 0);
sStoryTLUTs[interfaceCtx->storyType], SCREEN_WIDTH, SCREEN_HEIGHT, G_IM_FMT_CI,
G_IM_SIZ_8b, G_TT_RGBA16, 256, 0.0f, 0.0f, 1.0f, 1.0f, 0);
OVERLAY_DISP = gfx;
gSPLoadUcode(OVERLAY_DISP++, SysUcode_GetUCode(), SysUcode_GetUCodeData());
+7 -7
View File
@@ -922,9 +922,9 @@ void Play_UpdateMain(PlayState* this) {
s32 sp5C = false;
u8 freezeFlashTimer;
gSegments[4] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[5] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[2] = OS_K0_TO_PHYSICAL(this->sceneSegment);
gSegments[0x04] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[0x05] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[0x02] = OS_K0_TO_PHYSICAL(this->sceneSegment);
if (R_PICTO_PHOTO_STATE == PICTO_PHOTO_STATE_PROCESS) {
R_PICTO_PHOTO_STATE = PICTO_PHOTO_STATE_READY;
@@ -1153,9 +1153,9 @@ void Play_DrawMain(PlayState* this) {
OPEN_DISPS(gfxCtx);
gSegments[4] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[5] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[2] = OS_K0_TO_PHYSICAL(this->sceneSegment);
gSegments[0x04] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[0x05] = OS_K0_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[0x02] = OS_K0_TO_PHYSICAL(this->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
@@ -1595,7 +1595,7 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
this->sceneConfig = scene->drawConfig;
this->sceneSegment = Play_LoadFile(this, &scene->segment);
scene->unk_D = 0;
gSegments[2] = OS_K0_TO_PHYSICAL(this->sceneSegment);
gSegments[0x02] = OS_K0_TO_PHYSICAL(this->sceneSegment);
Play_InitScene(this, spawn);
Room_AllocateAndLoad(this, &this->roomCtx);
}
+3 -3
View File
@@ -2589,7 +2589,7 @@ void Player_DrawGetItemImpl(PlayState* play, Player* player, Vec3f* refPos, s32
OPEN_DISPS(play->state.gfxCtx);
gSegments[6] = OS_K0_TO_PHYSICAL(player->giObjectSegment);
gSegments[0x06] = OS_K0_TO_PHYSICAL(player->giObjectSegment);
gSPSegment(POLY_OPA_DISP++, 0x06, player->giObjectSegment);
gSPSegment(POLY_XLU_DISP++, 0x06, player->giObjectSegment);
@@ -2851,7 +2851,7 @@ void func_80127488(PlayState* play, Player* player, u8 alpha) {
}
void Player_DrawCouplesMask(PlayState* play, Player* player) {
gSegments[0xA] = OS_K0_TO_PHYSICAL(player->maskObjectSegment);
gSegments[0x0A] = OS_K0_TO_PHYSICAL(player->maskObjectSegment);
AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_meoto_Matanimheader_001CD8));
}
@@ -2939,7 +2939,7 @@ void Player_DrawBlastMask(PlayState* play, Player* player) {
if (player->blastMaskTimer != 0) {
s32 alpha;
gSegments[0xA] = OS_K0_TO_PHYSICAL(player->maskObjectSegment);
gSegments[0x0A] = OS_K0_TO_PHYSICAL(player->maskObjectSegment);
AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_bakuretu_Matanimheader_0011F8));
+1 -1
View File
@@ -1522,7 +1522,7 @@ void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g
masterGfx = gGfxMasterDL->syncSegments;
for (i = 0; i < ARRAY_COUNT(gSegments); i++) {
for (i = 0; i < NUM_SEGMENTS; i++) {
if (i == 0x0E) {
gSPNoOp(&masterGfx[i]);
} else {
+2 -2
View File
@@ -575,7 +575,7 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
roomCtx->status = 0;
roomCtx->curRoom.segment = roomCtx->activeRoomVram;
gSegments[3] = OS_K0_TO_PHYSICAL(roomCtx->activeRoomVram);
gSegments[0x03] = OS_K0_TO_PHYSICAL(roomCtx->activeRoomVram);
Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
func_80123140(play, GET_PLAYER(play));
@@ -606,7 +606,7 @@ RoomDrawHandler sRoomDrawHandlers[] = {
void Room_Draw(PlayState* play, Room* room, u32 flags) {
if (room->segment != NULL) {
gSegments[3] = OS_K0_TO_PHYSICAL(room->segment);
gSegments[0x03] = OS_K0_TO_PHYSICAL(room->segment);
sRoomDrawHandlers[room->roomShape->base.type](play, room, flags);
}
return;
+1 -1
View File
@@ -66,7 +66,7 @@ void Object_InitContext(GameState* gameState, ObjectContext* objectCtx) {
objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize);
objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, GAMEPLAY_KEEP);
gSegments[4] = OS_K0_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
gSegments[0x04] = OS_K0_TO_PHYSICAL(objectCtx->slots[objectCtx->mainKeepSlot].segment);
}
void Object_UpdateEntries(ObjectContext* objectCtx) {
+1 -1
View File
@@ -362,7 +362,7 @@ void ViMode_Update(ViMode* viMode, Input* input) {
}
}
ViMode_Configure(&viMode->customViMode, OS_VI_UNK28, osTvType, viMode->loRes, viMode->antialiasOff,
ViMode_Configure(&viMode->customViMode, OS_VI_MPAL_LPN1, osTvType, viMode->loRes, viMode->antialiasOff,
viMode->modeN, viMode->fb16Bit, viMode->viWidth, viMode->viHeight, viMode->leftAdjust,
viMode->rightAdjust, viMode->upperAdjust, viMode->lowerAdjust);
ViMode_ConfigureFeatures(viMode, viMode->viFeatures);