J3D debug work (#2949)

* J3D debug work

* Clean up JSystem GXColor ctors, remove a couple fakematches

* Update symbols.txt

* Fix res include syntax

* Remove fakematch that isn't necessary anymore

* Fix some Shield regressions
This commit is contained in:
LagoLunatic
2025-12-13 00:04:03 -05:00
committed by GitHub
parent 7e514502d2
commit 1b8ea3206d
24 changed files with 307 additions and 211 deletions
+2 -2
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@@ -1069,8 +1069,8 @@ int daArrow_c::draw() {
return TRUE;
}
static const GXColorS10 tmpColor = {0, 0, 0};
J3DGXColorS10 color = (tmpColor);
static const GXColorS10 tmpColor = {0x00, 0x00, 0x00, 0x00};
J3DGXColorS10 color = tmpColor;
daAlink_c* link = daAlink_getAlinkActorClass();
if (fopAcM_GetParam(this) == 0 && field_0x940 != 0) {
+1 -1
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@@ -6,7 +6,7 @@
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_e_gb.h"
#include "../assets/GZ2E01/res/Object/E_gb.h"
#include "res/Object/E_gb.h"
#include "d/d_cc_d.h"
#include "d/d_camera.h"
#include "d/d_bomb.h"
+1 -1
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@@ -7,7 +7,7 @@
#include "Z2AudioLib/Z2Instances.h"
#include "d/actor/d_a_e_hz.h"
#include "../assets/GZ2E01/res/Object/E_hz.h"
#include "res/Object/E_hz.h"
#include "d/d_camera.h"
#include "f_op/f_op_actor_enemy.h"
#include "d/d_debug_viewer.h"
+2 -1
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@@ -473,6 +473,7 @@ void daNpc_Zelda_c::srchActors() {
switch (field_0xf80) {
case 0:
default:
break;
}
#endif
}
@@ -625,7 +626,7 @@ int daNpc_Zelda_c::drawDbgInfo() {
attention_info.distances[fopAc_attn_JUEL_e]).mDistMax;
f32 distMax2 = dComIfGp_getAttention()->getDistTable(
attention_info.distances[fopAc_attn_TALK_e]).mDistMax;
GXColor circle1Color = { 0xc8, 0x00, 0xff };
GXColor circle1Color = { 0xc8, 0x00, 0xff, 0x00 };
dDbVw_drawCircleOpa(attention_info.position, distMax1, circle1Color, 1, 0xc);
GXColor circle2Color = { 0xc8, 0x00, 0x00, 0xff };
dDbVw_drawCircleOpa(attention_info.position, distMax2, circle2Color, 1, 0xc);