Fix misc 23 (#2699)

* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64

* remove duplicate declarations in sfx.h

* use render mode presets more

* decimal for alpha values

* fix some z_camera comments typos

* fix references to preprocess.sh (used to be preprocess.py)

* remove outdated comment on deps in makefile

* code_800AD920 was renamed to z_viszbuf

* fix capitalization typo: gOcarinaofTimeDesignTex -> gOcarinaOfTimeDesignTex

* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -> remove extra f

* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -> gCrystal

* fix PARAMS_GET_U amount of bits
This commit is contained in:
Dragorn421
2026-02-22 19:08:12 +01:00
committed by GitHub
parent f2cb5ecb2f
commit abdae818bd
22 changed files with 35 additions and 46 deletions
+3 -5
View File
@@ -4511,9 +4511,7 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
displayList = displayListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A,
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA));
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A, Z_UPD | G_RM_AA_ZB_XLU_SURF2);
gSPEndDisplayList(displayListHead++);
@@ -4565,10 +4563,10 @@ s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 ra
if (radius < distance) {
actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1);
Math_SmoothStepToS(&alpha, 0, 6, 20, 1);
} else {
actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1);
Math_SmoothStepToS(&alpha, 255, 6, 20, 1);
}
return alpha;
+3 -3
View File
@@ -6333,8 +6333,8 @@ s32 Camera_Demo5(Camera* camera) {
camera->timer += D_8011D79C[2].timerInit + D_8011D79C[3].timerInit;
}
} else if (eyeTargetDist < 300.0f && eyePlayerGeo.r < 30.0f) {
// distance from the camera's current positon and the target is less than 300 units
// and the distance fromthe camera's current position to the player is less than 30 units
// distance from the camera's current position and the target is less than 300 units
// and the distance from the camera's current position to the player is less than 30 units
static OnePointCsFull D_8011D83C[] = {
{
ONEPOINT_CS_ACTION(ONEPOINT_CS_ACTION_ID_3, false, true),
@@ -7237,7 +7237,7 @@ s32 Camera_Special6(Camera* camera) {
sCameraInterfaceField = roData->interfaceField;
if (eyeNext->x != bgCamPos.x || eyeNext->y != bgCamPos.y || eyeNext->z != bgCamPos.z || camera->animState == 0) {
// A change in the current scene's camera positon has been detected,
// A change in the current scene's camera position has been detected,
// Change "screens"
camera->player->actor.freezeTimer = 12;
// Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE
+5 -5
View File
@@ -1007,7 +1007,7 @@ PlayerFaceIndices sPlayerFaces[PLAYER_FACE_MAX] = {
void* sEyeTextures[PLAYER_EYES_MAX] = {
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
@@ -1027,7 +1027,7 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
{
gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesClosedTex, // PLAYER_EYES_CLOSED
gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
@@ -1035,9 +1035,9 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
},
{
gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
gLinkChildEyesClosedTex, // PLAYER_EYES_CLOSED
/*
Note `PLAYER_EYES_RIGHT` corresponds to the "left" eyes texture, and vice-versa with the "right" eyes textures.
This is because on the textures Link appears to look left/right as if facing outwards the screen,
@@ -96,7 +96,7 @@ void BgYdanMaruta_Init(Actor* thisx, PlayState* play) {
Collider_InitTris(play, &this->collider);
Collider_SetTris(play, &this->collider, &this->dyna.actor, &sTrisInit, this->colliderElements);
this->switchFlag = PARAMS_GET_U(this->dyna.actor.params, 0, 16);
this->switchFlag = PARAMS_GET_U(this->dyna.actor.params, 0, 8);
thisx->params = PARAMS_GET_U(thisx->params, 8, 8); // thisx is required to match here
if (this->dyna.actor.params == 0) {
@@ -622,7 +622,7 @@ void ObjSwitch_CrystalOffInit(ObjSwitch* this) {
this->crystalColor.r = 0;
this->crystalColor.g = 0;
this->crystalColor.b = 0;
this->crystalSubtype1texture = gCrstalSwitchRedTex;
this->crystalSubtype1texture = gCrystalSwitchRedTex;
this->actionFunc = ObjSwitch_CrystalOff;
}
@@ -677,7 +677,7 @@ void ObjSwitch_CrystalOnInit(ObjSwitch* this) {
this->crystalColor.r = 255;
this->crystalColor.g = 255;
this->crystalColor.b = 255;
this->crystalSubtype1texture = gCrstalSwitchBlueTex;
this->crystalSubtype1texture = gCrystalSwitchBlueTex;
this->actionFunc = ObjSwitch_CrystalOn;
}