diff --git a/src/game/nbomb.c b/src/game/nbomb.c index 13e43db97..55f47095d 100644 --- a/src/game/nbomb.c +++ b/src/game/nbomb.c @@ -2076,8 +2076,7 @@ glabel nbombRenderOverlay * Checks if the player is inside an nbomb storm, and if so renders the black * storm texture directly over the screen. */ -// Mismatch: The below saves a and b to the stack then adds them together later, -// while goal adds them immediately to save into sp5e. +// Mismatch: Goal has an extra move in the calculation of sp5e //Gfx *nbombRenderOverlay(Gfx *gdl) //{ // u32 stack; @@ -2090,10 +2089,9 @@ glabel nbombRenderOverlay // s16 s2; // u32 stack2[2]; // bool sp50 = false; -// u32 stack3; +// s32 b; // u32 *colours; // 48 -// s16 a; -// s16 b; +// s32 a; // s16 viewleft; // 42 // s16 viewtop; // 40 // s16 viewright; // 3e @@ -2133,17 +2131,19 @@ glabel nbombRenderOverlay // viewright = (s16)(viGetViewLeft() + viGetViewWidth()) * 10; // viewbottom = (s16)(viGetViewTop() + viGetViewHeight()) * 10; // +// sp50 = true; +// // s2 = (s32) (8.0f * var80061630 * 128.0f * 32.0f) % 2048; -// a = (s32)(campos.f[1] * 8.0f) % 2048; -// b = 2.0f * var80061630 * 128.0f * 32.0f; -// sp5e = a + b; +// sp5e = ((s32)(campos.f[1] * 8.0f) % 2048) + (s32)(2.0f * var80061630 * 128.0f * 32.0f); // // if (1); -// sp50 = true; +// if (1); // // gdl = func0f0d479c(gdl); // -// texSelect(&gdl, &g_TexGeneralConfigs[10], 2, 1, 2, 1, NULL); +// if (1); +// +// texSelect(&gdl, &g_TexGeneralConfigs[10], 2, 1, 2, true, NULL); // // gDPPipeSync(gdl++); // gDPSetCycleType(gdl++, G_CYC_1CYCLE); @@ -2155,22 +2155,21 @@ glabel nbombRenderOverlay // gDPSetRenderMode(gdl++, G_RM_ZB_XLU_SURF, G_RM_ZB_XLU_SURF2); // gDPSetTexturePersp(gdl++, G_TP_PERSP); // -// vertices[0].z = -10; -// vertices[1].z = -10; -// vertices[2].z = -10; -// vertices[3].z = -10; -// // vertices[0].x = viewleft; // vertices[0].y = viewtop; +// vertices[0].z = -10; // // vertices[1].x = viewright; // vertices[1].y = viewtop; +// vertices[1].z = -10; // // vertices[2].x = viewright; // vertices[2].y = viewbottom; +// vertices[2].z = -10; // // vertices[3].x = viewleft; // vertices[3].y = viewbottom; +// vertices[3].z = -10; // // vertices[0].s = s2; // vertices[0].t = sp5e;