DmChar08 OK (#1085)

* progress

* progress

* about to merge data. probably a bad idea

* matches with ZAPD

* docs

* done for now

* progress

* about to merge data. probably a bad idea

* matches with ZAPD

* docs

* done for now

* Fix makefile and add non matching to spec

* did some git stuff

* Git being a problem as usual

* format

* PR fixes

* PR fixes

* PR fixes

* Merge master and fixes

* going to merge play

* merged in the big one

* docs

* PR fixes

* format

* Clean up

* transition

* Better init

* Glitchy animations

* PR

* Format

* PR comments

* Missed one

* Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* fix conflicts

* Fix conflicts

* format

* PR

Co-authored-by: louist103 <louist103@gmail.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
Derek Hensley
2022-10-06 17:46:58 -07:00
committed by GitHub
parent 589925ce3e
commit 8e6843f04e
9 changed files with 1230 additions and 144 deletions
File diff suppressed because it is too large Load Diff
@@ -8,10 +8,36 @@ struct DmChar08;
typedef void (*DmChar08ActionFunc)(struct DmChar08*, PlayState*);
typedef struct DmChar08 {
/* 0x000 */ Actor actor;
/* 0x144 */ char unk_144[0x5C];
/* 0x000 */ DynaPolyActor dyna;
/* 0x15C */ SkelAnime skelAnime;
/* 0x1A0 */ DmChar08ActionFunc actionFunc;
/* 0x1A4 */ char unk_1A4[0x68];
/* 0x1A4 */ Actor* palmTree1;
/* 0x1A8 */ Actor* palmTree2;
/* 0x1AC */ Vec3f tree1Pos;
/* 0x1B8 */ Vec3f tree2Pos;
/* 0x1C4 */ Vec3f bubblePos;
/* 0x1D0 */ Vec3f focusPos;
/* 0x1DC */ UNK_TYPE1 unk_1DC[8];
/* 0x1E4 */ f32 targetYPos;
/* 0x1E8 */ UNK_TYPE1 unk_1E8[8];
/* 0x1F0 */ f32 unk_1F0;
/* 0x1F4 */ s16 unk_1F4;
/* 0x1F6 */ s16 unk_1F6;
/* 0x1F6 */ s16 blinkTimer;
/* 0x1FA */ s16 unk_1FA;
/* 0x1FC */ u16 unk_1FC;
/* 0x1FE */ u8 bubbleCount;
/* 0x1FF */ u8 unk_1FF;
/* 0x200 */ u8 eyeMode;
/* 0x201 */ u8 eyeIndex;
/* 0x202 */ u8 animIndex;
/* 0x203 */ u8 unk_203;
/* 0x204 */ UNK_TYPE1 unk_204;
/* 0x205 */ u8 alpha;
/* 0x206 */ u8 unk_206;
/* 0x207 */ u8 unk_207;
/* 0x208 */ u8 unk_208;
/* 0x209 */ u8 dynapolyInitialized;
} DmChar08; // size = 0x20C
extern const ActorInit Dm_Char08_InitVars;
@@ -56,7 +56,7 @@ void EffKamejimaWave_Init(Actor* thisx, PlayState* play) {
this->actionFunc = func_80BCEC6C;
sVtxAlpha = 255;
}
D_80BCF1C4 = Lib_SegmentedToVirtual(object_kamejima_Matanimheader_001AF0);
D_80BCF1C4 = Lib_SegmentedToVirtual(gTurtleWaveTexAnim);
}
void EffKamejimaWave_Destroy(Actor* thisx, PlayState* play) {
@@ -137,7 +137,7 @@ void EffKamejimaWave_Update(Actor* thisx, PlayState* play) {
}
void EffKamejimaWave_SetVtxAlpha(u8 alpha) {
Vtx* vtx = Lib_SegmentedToVirtual(&object_kamejima_Vtx_000000);
Vtx* vtx = Lib_SegmentedToVirtual(&gTurtleWaveVtx);
vtx[2].v.cn[3] = alpha;
vtx[6].v.cn[3] = alpha;
@@ -165,7 +165,7 @@ void EffKamejimaWave_Draw(Actor* thisx, PlayState* play) {
AnimatedMat_Draw(play, D_80BCF1C4);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, primColor.r, primColor.g, primColor.b, 255);
gDPSetEnvColor(POLY_XLU_DISP++, envColor.r, envColor.g, envColor.b, 255);
gSPDisplayList(POLY_XLU_DISP++, object_kamejima_DL_000140);
gSPDisplayList(POLY_XLU_DISP++, gTurtleWaveDL);
CLOSE_DISPS(play->state.gfxCtx);
}