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7743e5a2c4
* wip * fix * add disassembler * Disasm builds OK * Variable addends * More wip * Rodata migration implemented * Cleanup old tools * Try fix submodule -> subrepo merge * git subrepo pull --force --remote=https://github.com/zeldaret/ZAPD.git tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "602e609" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "602e609" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * Builds again but assets are totally broken * git subrepo pull --force tools/asm-processor subrepo: subdir: "tools/asm-processor" merged: "1ffdb08a" upstream: origin: "https://github.com/simonlindholm/asm-processor.git" branch: "master" commit: "1ffdb08a" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * More cleanup, move functions.txt and variables.txt to tools/disasm and rm tables * rm z64compress in preparation for subrepo * git subrepo clone (merge) https://github.com/z64me/z64compress.git tools/z64compress subrepo: subdir: "tools/z64compress" merged: "eb11085c" upstream: origin: "https://github.com/z64me/z64compress.git" branch: "main" commit: "eb11085c" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * Fix asset extraction * Fix diff-init make rule * Split code bss * Split assumed linker bug padding from assembly files * add filelists for mm.us.rev1 * Maybe working, but I'm not sure * add overlays to spec * Add rodata to actos * Everything compiles * Make a lot of C files for code * Add almost every file in code to spec * whoops * 3 code files left * add scenes to spec * More progress on progress.py * Fix skelanime in spec * audio files! * Fix merge issues * Fix some C files in code * Fix remaining code files * Use existing O1 C files in spec * reorder boot order in spec * update spec * fault.c * Convert relocs on completed actors, fixbaserom uses current rom name * more boot files * Add VT macros and script * finish already existing boot files * most of libultra * fix 64bits libultra files * Use C files for libultra, wrap some functions in NON_MATCHING * Remove duplicate of OS_CLOCK_RATE from fault.c * C files for fbdemos * delete dumb files * bootstrap C files, still need to add them to the spec * update fixbaserom * boot OK? * I forgot to commit the spec * C for gamestates * C for kaleido * Change all includes to "" * copy actor sizes script from oot * I forgot to delete those files * Basic C files for effects * Add effects initvars names * Remove mislabelled boot functions from header/txt * Begin porting bootstrap_fx, some sizes * Fix <> * Fix enum * Fix diff.py * fix libultra stuff * update regconvert * update setup warnings * add some missing ; * Fix some makefile stuff and other fixes on some non_matching functions * add executable flag in extract_baserom and fixbaserom * fix relative path * copy assist from oot * fix map path * another assist path fix * Delete C files for handwritten files * add code_801A51F0 to spec * add gfxbuffers to spec * Move rodata to top of each file when possible * UNK_TYPEs for func_801A51F0 * Remove kaleido rodata from spec * Update spec and undefined_syms for recent merge * GCC warnings and fix errors in nonmatchings, * round percentage numbers * progress script: format changes * progress: error on non-existing files * fix warning in z_scene_table * Match 2 nonmatchings in z_actor * Warnings in lightswitch and invadepoh * Fix warning in z_actor_dlftbls * I though I fixed this one * whoops * Comment out CC_CHECK * Removed redundant ultra64.h includes * Update asm_processor, sorted boot_O1 into other folders, completed the fbdemo bootstrap, cleaned up undefined_syms * Completed gamestates bootstrap * Split kaleido_scope * Remove section.h and segment.h, move keep object externs to a common location in variables.h * Completed effects bootstrap * Segmented address externs for effects, fbdemos, gamestates and kaleido * Move actor data externs out of the if 0 * Segmented address externs for actors * Prepare actionfunc detection * fix script, how did it even work before * Fix actionfunc script again, re-introduce some more intermediate prints to the disassembler * Automated actionFunc detection in actors * Segmented addresses from player .text * rm old segment addrs script and fix build * Move sizes folder to tools * Make build.py executable * New Jenkinsfile Prayge * Remove numpy dependencies * Add warnings_disasm_current.txt * my bad * Update spec and undefined_syms * Add z_eff_ss_hahen to pametfrog * git subrepo pull (merge) --force tools/z64compress subrepo: subdir: "tools/z64compress" merged: "163ca2af" upstream: origin: "https://github.com/z64me/z64compress.git" branch: "main" commit: "163ca2af" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo" commit: "2f68596" * Make z64compress print to stdout * sneeky commit to update warnings tooling * test * Another test * Mark fixing overlay reloc generating as a TODO * Update warnings stuff * Communicate the return code from running z64compress back to the Makefile through the wrapper * Run formatter, remove extra commented copy of function * Re-fix some includes * Convert atan to hex to conform to decided style * Some tidying up, remove c for fp and the other two handwritten code files * BSS in z_collision_check & z_scene_proc * add static back in * Fix timerintr bss, add file to spec, some cleanup * Remove externs * Newline * Readd enums * Typo * Colours * Comments for hitmark enum values Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Improvements and suggestions * Organize and remove unused imports and use env for python3 scripts, delete unused overlay.py Co-authored-by: angie <angheloalf95@gmail.com> Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
280 lines
8.2 KiB
C
280 lines
8.2 KiB
C
#include "global.h"
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void EffectSS_Init(GlobalContext* globalCtx, s32 numEntries) {
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u32 i;
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EffectSs* effectsSs;
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EffectSsOverlay* overlay;
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EffectSS2Info.data_table = (EffectSs*)THA_AllocEndAlign16(&globalCtx->state.heap, numEntries * sizeof(EffectSs));
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EffectSS2Info.searchIndex = 0;
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EffectSS2Info.size = numEntries;
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for (effectsSs = &EffectSS2Info.data_table[0]; effectsSs < &EffectSS2Info.data_table[EffectSS2Info.size];
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effectsSs++) {
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EffectSS_ResetEntry(effectsSs);
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}
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overlay = &particleOverlayTable[0];
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for (i = 0; i < EFFECT_SS_MAX; i++) {
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overlay->loadedRamAddr = NULL;
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overlay++;
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}
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}
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void EffectSS_Clear(GlobalContext* globalCtx) {
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u32 i;
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EffectSs* effectsSs;
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EffectSsOverlay* overlay;
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void* addr;
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EffectSS2Info.data_table = NULL;
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EffectSS2Info.searchIndex = 0;
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EffectSS2Info.size = 0;
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// This code is completely useless, as data_table was just set to NULL and size to 0
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for (effectsSs = EffectSS2Info.data_table; effectsSs < EffectSS2Info.data_table + EffectSS2Info.size; effectsSs++) {
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EffectSS_Delete(effectsSs);
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}
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// Free memory from loaded particle overlays
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overlay = &particleOverlayTable[0];
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for (i = 0; i < EFFECT_SS_MAX; i++) {
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addr = overlay->loadedRamAddr;
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if (addr != NULL) {
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zelda_free(addr);
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}
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overlay->loadedRamAddr = 0;
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overlay++;
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}
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}
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EffectSs* EffectSS_GetTable() {
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return EffectSS2Info.data_table;
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}
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void EffectSS_Delete(EffectSs* effectSs) {
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if (effectSs->flags & 2) {
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func_801A72CC(&effectSs->pos);
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}
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if (effectSs->flags & 4) {
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func_801A72CC(&effectSs->vec);
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}
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EffectSS_ResetEntry(effectSs);
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}
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void EffectSS_ResetEntry(EffectSs* particle) {
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u32 i;
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particle->type = EFFECT_SS_MAX;
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particle->accel.x = particle->accel.y = particle->accel.z = 0;
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particle->velocity.x = particle->velocity.y = particle->velocity.z = 0;
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particle->vec.x = particle->vec.y = particle->vec.z = 0;
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particle->pos.x = particle->pos.y = particle->pos.z = 0;
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particle->life = -1;
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particle->flags = 0;
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particle->priority = 128;
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particle->draw = NULL;
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particle->update = NULL;
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particle->gfx = NULL;
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particle->actor = NULL;
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for (i = 0; i < ARRAY_COUNT(particle->regs); i++) {
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particle->regs[i] = 0;
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}
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}
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s32 EffectSS_FindFreeSpace(s32 priority, s32* tableEntry) {
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s32 foundFree;
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s32 i;
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if (EffectSS2Info.searchIndex >= EffectSS2Info.size) {
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EffectSS2Info.searchIndex = 0;
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}
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// Search for a unused entry
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i = EffectSS2Info.searchIndex;
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foundFree = false;
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while (true) {
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if (EffectSS2Info.data_table[i].life == -1) {
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foundFree = true;
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break;
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}
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i++;
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if (i >= EffectSS2Info.size) {
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i = 0; // Loop around the whole table
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}
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// After a full loop, break out
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if (i == EffectSS2Info.searchIndex) {
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break;
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}
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}
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if (foundFree == true) {
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*tableEntry = i;
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return false;
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}
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// If all slots are in use, search for a slot with a lower priority
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// Note that a lower priority is representend by a higher value
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i = EffectSS2Info.searchIndex;
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while (true) {
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// Equal priority should only be considered "lower" if flag 0 is set
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if ((priority <= EffectSS2Info.data_table[i].priority) &&
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!((priority == EffectSS2Info.data_table[i].priority) && (EffectSS2Info.data_table[i].flags & 1))) {
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break;
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}
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i++;
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if (i >= EffectSS2Info.size) {
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i = 0; // Loop around the whole table
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}
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// After a full loop, return 1 to indicate that we failed to find a suitable slot
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if (i == EffectSS2Info.searchIndex) {
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return true;
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}
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}
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*tableEntry = i;
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return false;
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}
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void EffectSS_Copy(GlobalContext* globalCtx, EffectSs* effectsSs) {
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s32 index;
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if (FrameAdvance_IsEnabled(globalCtx) != true) {
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if (EffectSS_FindFreeSpace(effectsSs->priority, &index) == 0) {
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EffectSS2Info.searchIndex = index + 1;
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EffectSS2Info.data_table[index] = *effectsSs;
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}
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}
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}
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void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* initData) {
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s32 index;
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u32 overlaySize;
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EffectSsOverlay* entry = &particleOverlayTable[type];
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EffectSsInit* initInfo;
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if (EffectSS_FindFreeSpace(priority, &index) != 0) {
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// Abort because we couldn't find a suitable slot to add this effect in
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return;
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}
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EffectSS2Info.searchIndex = index + 1;
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overlaySize = (u32)entry->vramEnd - (u32)entry->vramStart;
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if (entry->vramStart == NULL) {
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initInfo = entry->initInfo;
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} else {
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if (entry->loadedRamAddr == NULL) {
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entry->loadedRamAddr = zelda_mallocR(overlaySize);
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if (entry->loadedRamAddr == NULL) {
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return;
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}
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Load2_LoadOverlay(entry->vromStart, entry->vromEnd, entry->vramStart, entry->vramEnd, entry->loadedRamAddr);
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}
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initInfo = (void*)(u32)(
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entry->initInfo != NULL
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? (EffectSsInit*)(-((u32)entry->vramStart - (u32)entry->loadedRamAddr) + (u32)entry->initInfo)
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: NULL);
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}
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if (initInfo->init != NULL) {
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// Delete the previous effect in the slot, in case the slot wasn't free
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EffectSS_Delete(&EffectSS2Info.data_table[index]);
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EffectSS2Info.data_table[index].type = type;
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EffectSS2Info.data_table[index].priority = priority;
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if (initInfo->init(globalCtx, index, &EffectSS2Info.data_table[index], initData) == 0) {
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EffectSS_ResetEntry(&EffectSS2Info.data_table[index]);
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}
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}
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}
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void EffectSS_UpdateParticle(GlobalContext* globalCtx, s32 index) {
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EffectSs* particle = &EffectSS2Info.data_table[index];
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if (particle->update != NULL) {
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particle->velocity.x += particle->accel.x;
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particle->velocity.y += particle->accel.y;
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particle->velocity.z += particle->accel.z;
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particle->pos.x += particle->velocity.x;
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particle->pos.y += particle->velocity.y;
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particle->pos.z += particle->velocity.z;
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particle->update(globalCtx, index, particle);
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}
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}
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void EffectSS_UpdateAllParticles(GlobalContext* globalCtx) {
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s32 i;
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for (i = 0; i < EffectSS2Info.size; i++) {
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if (EffectSS2Info.data_table[i].life > -1) {
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EffectSS2Info.data_table[i].life--;
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if (EffectSS2Info.data_table[i].life < 0) {
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EffectSS_Delete(&EffectSS2Info.data_table[i]);
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}
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}
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if (EffectSS2Info.data_table[i].life > -1) {
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EffectSS_UpdateParticle(globalCtx, i);
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}
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}
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}
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void EffectSS_DrawParticle(GlobalContext* globalCtx, s32 index) {
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EffectSs* entry = &EffectSS2Info.data_table[index];
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if (entry->draw != NULL) {
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entry->draw(globalCtx, index, entry);
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}
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}
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void EffectSS_DrawAllParticles(GlobalContext* globalCtx) {
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Lights* lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
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s32 i;
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Lights_BindAll(lights, globalCtx->lightCtx.listHead, NULL, globalCtx);
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Lights_Draw(lights, globalCtx->state.gfxCtx);
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for (i = 0; i < EffectSS2Info.size; i++) {
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if (EffectSS2Info.data_table[i].life > -1) {
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if ((EffectSS2Info.data_table[i].pos.x > 32000.0f) || (EffectSS2Info.data_table[i].pos.x < -32000.0f) ||
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(EffectSS2Info.data_table[i].pos.y > 32000.0f) || (EffectSS2Info.data_table[i].pos.y < -32000.0f) ||
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(EffectSS2Info.data_table[i].pos.z > 32000.0f) || (EffectSS2Info.data_table[i].pos.z < -32000.0f)) {
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EffectSS_Delete(&EffectSS2Info.data_table[i]);
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} else {
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EffectSS_DrawParticle(globalCtx, i);
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}
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}
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}
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}
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s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2) {
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s16 ret = (arg2 == 0) ? arg1 : arg0 + (s32)((arg1 - arg0) / (f32)arg2);
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return ret;
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}
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s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2) {
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return arg2 * (arg1 - arg0) + arg0;
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}
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u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2) {
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return arg2 * ((f32)arg1 - (f32)arg0) + arg0;
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}
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