[docs] Pull upstream updates: SetupDL (#2048)

This commit is contained in:
Garrett Cox 2022-11-29 17:29:36 -06:00 committed by GitHub
commit 3cb9f93ff4
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GPG key ID: 4AEE18F83AFDEB23
378 changed files with 1114 additions and 1022 deletions

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@ -320,7 +320,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
}
func_80090480(play, &this->collider, &this->hookInfo, &sp6C, &sp60);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotTipDL);

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@ -215,7 +215,7 @@ void ArrowFire_Draw(Actor* thisx, PlayState* play2) {
// Draw red effect over the screen when arrow hits
if (this->unk_15C > 0) {
POLY_XLU_DISP = func_800937C0(POLY_XLU_DISP);
POLY_XLU_DISP = Gfx_SetupDL_57(POLY_XLU_DISP);
if (CVar_GetS32("gUseArrowsCol", 0)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0,
(s32)(Arrow_env.r * this->unk_15C) & 0xFF,
@ -232,7 +232,7 @@ void ArrowFire_Draw(Actor* thisx, PlayState* play2) {
}
// Draw fire on the arrow
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (CVar_GetS32("gUseArrowsCol", 0)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, Arrow_col.r, Arrow_col.g, Arrow_col.b, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, Arrow_env.r, Arrow_env.g, Arrow_env.b, 128);

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@ -213,7 +213,7 @@ void ArrowIce_Draw(Actor* thisx, PlayState* play) {
// Draw blue effect over the screen when arrow hits
if (this->unk_164 > 0) {
POLY_XLU_DISP = func_800937C0(POLY_XLU_DISP);
POLY_XLU_DISP = Gfx_SetupDL_57(POLY_XLU_DISP);
if (CVar_GetS32("gUseArrowsCol", 0)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0,
(s32)(Arrow_env.r * this->unk_164) & 0xFF,
@ -230,7 +230,7 @@ void ArrowIce_Draw(Actor* thisx, PlayState* play) {
}
// Draw ice on the arrow
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (CVar_GetS32("gUseArrowsCol", 0)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, Arrow_col.r, Arrow_col.g, Arrow_col.b, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, Arrow_env.r, Arrow_env.g, Arrow_env.b, 128);

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@ -211,7 +211,7 @@ void ArrowLight_Draw(Actor* thisx, PlayState* play) {
// Draw yellow effect over the screen when arrow hits
if (this->unk_164 > 0) {
POLY_XLU_DISP = func_800937C0(POLY_XLU_DISP);
POLY_XLU_DISP = Gfx_SetupDL_57(POLY_XLU_DISP);
if (CVar_GetS32("gUseArrowsCol", 0)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0,
(s32)(Arrow_env.r * this->unk_164) & 0xFF,
@ -228,7 +228,7 @@ void ArrowLight_Draw(Actor* thisx, PlayState* play) {
}
// Draw light on the arrow
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (CVar_GetS32("gUseArrowsCol", 0)) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, Arrow_col.r, Arrow_col.g, Arrow_col.b, this->alpha);
gDPSetEnvColor(POLY_XLU_DISP++, Arrow_env.r, Arrow_env.g, Arrow_env.b, 128);

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@ -203,7 +203,7 @@ void BgBowlWall_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x8,
Gfx_TexScroll(play->state.gfxCtx, 0, -2 * (frames = play->state.frames), 16, 16));
gDPPipeSync(POLY_OPA_DISP++);

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@ -343,7 +343,7 @@ void BgBreakwall_Draw(Actor* thisx, PlayState* play) {
if (this->bombableWallDList != NULL) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->bombableWallDList);

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@ -312,7 +312,7 @@ void BgDodoago_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (Flags_GetEventChkInf(0xB0)) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDodongoLowerJawDL);

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@ -922,7 +922,7 @@ void BgDyYoseizo_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (this->actionFunc != BgDyYoseizo_Vanish) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[this->eyeState]));
@ -1038,7 +1038,7 @@ void BgDyYoseizo_ParticleDraw(BgDyYoseizo* this, PlayState* play) {
s16 i;
OPEN_DISPS(gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
for (i = 0; i < 200; i++, particle++) {
FrameInterpolation_RecordOpenChild(particle, particle->epoch);

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@ -276,7 +276,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
actor = actor->next;
}
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, sPlatformMaterialDL);
actor = play->actorCtx.actorLists[ACTORCAT_PROP].head;
@ -330,7 +330,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
actor = actor->next;
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
actor = play->actorCtx.actorLists[ACTORCAT_PROP].head;
while (actor != NULL) {
if (actor->id == ACTOR_BG_GANON_OTYUKA) {

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@ -128,7 +128,7 @@ void BgGateShutter_Update(Actor* thisx, PlayState* play) {
void BgGateShutter_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -159,7 +159,7 @@ void BgGjyoBridge_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TexScroll(play->state.gfxCtx, play->gameplayFrames & 127,

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@ -140,7 +140,7 @@ void BgGndFiremeiro_Update(Actor* thisx, PlayState* play) {
void BgGndFiremeiro_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_800943C8(play->state.gfxCtx);
Gfx_SetupDL_37Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -200,7 +200,7 @@ void BgGndSoulmeiro_Draw(Actor* thisx, PlayState* play) {
switch (params) {
case 0:
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, dLists[params]);

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@ -150,8 +150,8 @@ void BgHaka_Update(Actor* thisx, PlayState* play) {
void BgHaka_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -317,7 +317,7 @@ void BgHakaGate_DrawFlame(BgHakaGate* this, PlayState* play) {
if (this->vFlameScale > 0) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 0x20, 0x40, 1, 0,
(this->vScrollTimer * -20) & 0x1FF, 0x20, 0x80));
@ -348,7 +348,7 @@ void BgHakaGate_Draw(Actor* thisx, PlayState* play) {
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_7)) {
Gfx_DrawDListXlu(play, object_haka_objects_DL_00F1B0);
} else {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (thisx->params == BGHAKAGATE_FLOOR) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Get(&currentMtxF);

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@ -199,7 +199,7 @@ void BgHakaShip_Draw(Actor* thisx, PlayState* play) {
f32 angleTemp;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->dyna.actor.params == 0) {
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -231,7 +231,7 @@ void BgHakaTubo_DrawFlameCircle(BgHakaTubo* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y + 235.0f, this->dyna.actor.world.pos.z,
MTXMODE_NEW);
Matrix_RotateY(this->dyna.actor.shape.rot.y * (M_PI / 0x8000), MTXMODE_APPLY);

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@ -113,7 +113,7 @@ void BgHakaWater_Draw(Actor* thisx, PlayState* play) {
s32 pad2;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->isLowered) {
temp = this->actor.world.pos.y - this->actor.home.pos.y;

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@ -509,7 +509,7 @@ void BgHeavyBlock_Draw(Actor* thisx, PlayState* play) {
Matrix_MultVec3f(&D_80884EC8, &thisx->world.pos);
Matrix_MultVec3f(&D_80884ED4, &thisx->home.pos);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -243,7 +243,7 @@ void BgHidanCurtain_Draw(Actor* thisx, PlayState* play) {
BgHidanCurtain* this = (BgHidanCurtain*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 220, 0, this->alpha);

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@ -204,7 +204,7 @@ void BgHidanFirewall_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0x14);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFireballTexs[this->unk_150]));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x01, 255, 255, 0, 150);

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@ -253,7 +253,7 @@ void BgHidanFwbig_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gEffUnknown4Tex));

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@ -397,7 +397,7 @@ void BgHidanHamstep_Update(Actor* thisx, PlayState* play) {
void BgHidanHamstep_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -153,7 +153,7 @@ void BgHidanKousi_Update(Actor* thisx, PlayState* play) {
void BgHidanKousi_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -326,7 +326,7 @@ void BgHidanKowarerukabe_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -355,7 +355,7 @@ void func_8088BC40(PlayState* play, BgHidanRock* this) {
OPEN_DISPS(play->state.gfxCtx);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0x14);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x01, 255, 255, 0, 150);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);

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@ -231,14 +231,14 @@ void BgHidanRsekizou_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFireTempleSpinningFlamethrowerDL);
Matrix_MtxFCopy(&mf, &gMtxFClear);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0x14);
// Strange original code. Add || 1 for frame interpolation to get correct.
if ((s16)((Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->dyna.actor.shape.rot.y) - 0x2E6C) >= 0 || 1) {

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@ -396,7 +396,7 @@ void BgHidanSekizou_Draw(Actor* thisx, PlayState* play2) {
s32 sp6C[4];
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
@ -404,7 +404,7 @@ void BgHidanSekizou_Draw(Actor* thisx, PlayState* play2) {
} else {
gSPDisplayList(POLY_OPA_DISP++, gFireTempleStationaryFlamethrowerTallDL);
}
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0x14);
if (this->dyna.actor.params == 0) {
if (this->unk_168[0] > 0) {
if ((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->dyna.actor.shape.rot.y) >= 0) {

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@ -280,7 +280,7 @@ void BgHidanSima_Draw(Actor* thisx, PlayState* play) {
BgHidanSima* this = (BgHidanSima*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
@ -288,7 +288,7 @@ void BgHidanSima_Draw(Actor* thisx, PlayState* play) {
} else {
gSPDisplayList(POLY_OPA_DISP++, gFireTempleStonePlatform2DL);
if (this->actionFunc == func_8088E7A8) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0x14);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 1, 255, 255, 0, 150);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);
POLY_XLU_DISP = func_8088EB54(play, this, POLY_XLU_DISP);

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@ -447,7 +447,7 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -106,7 +106,7 @@ void BgInGate_Update(Actor* thisx, PlayState* play) {
void BgInGate_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

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@ -213,7 +213,7 @@ void BgJyaBigmirror_DrawLightBeam(Actor* thisx, PlayState* play) {
Actor* lift;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
lift = Actor_Find(&play->actorCtx, ACTOR_BG_JYA_LIFT, ACTORCAT_BG);
if (lift != NULL) {
this->liftHeight = lift->world.pos.y;

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@ -66,7 +66,7 @@ void BgJyaBlock_Update(Actor* thisx, PlayState* play) {
void BgJyaBlock_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gPushBlockGrayTex));
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),

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@ -198,7 +198,7 @@ void BgJyaBombchuiwa_Update(Actor* thisx, PlayState* play) {
void BgJyaBombchuiwa_DrawRock(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBombchuiwa2DL);
@ -209,7 +209,7 @@ void BgJyaBombchuiwa_DrawLight(Actor* thisx, PlayState* play) {
BgJyaBombchuiwa* this = (BgJyaBombchuiwa*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, CLAMP_MAX((u32)(this->lightRayIntensity * 153.0f), 153));

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@ -531,7 +531,7 @@ void BgJyaCobra_Update(Actor* thisx, PlayState* play2) {
void func_80896CB4(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCobra2DL);
@ -544,7 +544,7 @@ void func_80896D78(BgJyaCobra* this, PlayState* play) {
Vec3s sp44;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
sp44.x = D_80897308[this->dyna.actor.params & 3] + this->dyna.actor.shape.rot.x;
sp44.y = this->dyna.actor.shape.rot.y;
@ -568,7 +568,7 @@ void BgJyaCobra_DrawShadow(BgJyaCobra* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80094044(play->state.gfxCtx);
Gfx_SetupDL_44Xlu(play->state.gfxCtx);
if (params == 0) {
sp64.x = this->dyna.actor.world.pos.x - 50.0f;

View file

@ -301,7 +301,7 @@ static void* sLeftSideCrumbles[] = {
void BgJyaMegami_DrawFace(BgJyaMegami* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sRightSideCrumbles[this->crumbleIndex]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sLeftSideCrumbles[this->crumbleIndex]));
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -324,7 +324,7 @@ void BgJyaMegami_DrawExplode(BgJyaMegami* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(this->pieces); i++) {
piece = &this->pieces[i];

View file

@ -124,7 +124,7 @@ void BgMenkuriEye_Draw(Actor* thisx, PlayState* play) {
s32 pad;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (Flags_GetSwitch(play, this->actor.params)) {
gDPSetEnvColor(POLY_XLU_DISP++, 200, 0, 0, 255);
} else if (this->framesUntilDisable == -1) {

View file

@ -508,7 +508,7 @@ void BgMizuBwall_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
frames = play->gameplayFrames;
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
0, 0, this->scrollAlpha1));

View file

@ -366,7 +366,7 @@ void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
frames = play->gameplayFrames;
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, 0, frames * 1, 0, 32, 32, 1, 0, 0, 32, 32, 0, 0, 0,

View file

@ -159,7 +159,7 @@ void BgMizuShutter_Draw(BgMizuShutter* thisx, PlayState* play) {
BgMizuShutter* this = (BgMizuShutter*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -329,7 +329,7 @@ void BgMizuWater_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x0C,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1, 0,

View file

@ -122,7 +122,7 @@ void BgMjin_Draw(Actor* thisx, PlayState* play) {
dlist = gOcarinaWarpPadDL;
}
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);

View file

@ -245,7 +245,7 @@ void BgMoriBigst_Draw(Actor* thisx, PlayState* play) {
BgMoriBigst* this = (BgMoriBigst*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);

View file

@ -254,7 +254,7 @@ void BgMoriElevator_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -283,7 +283,7 @@ void BgMoriHashigo_Draw(Actor* thisx, PlayState* play) {
BgMoriHashigo* this = (BgMoriHashigo*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),

View file

@ -163,7 +163,7 @@ void BgMoriHashira4_Draw(Actor* thisx, PlayState* play) {
BgMoriHashira4* this = (BgMoriHashira4*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);

View file

@ -242,7 +242,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIdx].segment);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -251,7 +251,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
Matrix_Get(&mtx);
}
if ((this->actionFunc == func_808A3C8C) && (this->dyna.actor.shape.rot.z != 0)) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->dyna.actor.params == 0) {
Matrix_Translate(-1761.0f, 1278.0f, -1821.0f, MTXMODE_NEW);
} else {

View file

@ -165,7 +165,7 @@ void BgMoriIdomizu_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -162,7 +162,7 @@ void BgMoriKaitenkabe_Draw(Actor* thisx, PlayState* play) {
BgMoriKaitenkabe* this = (BgMoriKaitenkabe*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);

View file

@ -223,7 +223,7 @@ void BgMoriRakkatenjo_Draw(Actor* thisx, PlayState* play) {
BgMoriRakkatenjo* this = (BgMoriRakkatenjo*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.status[this->moriTexObjIndex].segment);

View file

@ -605,7 +605,7 @@ void BgPoEvent_Draw(Actor* thisx, PlayState* play) {
s32 pad2;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if ((this->type == 3) || (this->type == 2)) {
if (this->actionFunc == BgPoEvent_PaintingEmpty) {
alpha = 255;

View file

@ -152,7 +152,7 @@ void BgPoSyokudai_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoldenTorchDL);
@ -169,7 +169,7 @@ void BgPoSyokudai_Draw(Actor* thisx, PlayState* play) {
Lights_PointSetColorAndRadius(&this->lightInfo, red, green, blue, 200);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 32, 64, 1, 0,
(this->flameTextureScroll * -20) & 0x1FF, 32, 128));

View file

@ -80,7 +80,7 @@ void BgPushbox_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gBlockSmallDL);

View file

@ -264,7 +264,7 @@ void BgSpot00Hanebasi_DrawTorches(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (gSaveContext.sceneSetupIndex >= 4) {
sTorchFlameScale = 0.008f;
@ -303,7 +303,7 @@ void BgSpot00Hanebasi_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -78,7 +78,7 @@ void BgSpot01Fusya_Update(Actor* thisx, PlayState* play) {
void BgSpot01Fusya_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -323,7 +323,7 @@ void func_808AB700(BgSpot01Idohashira* this, PlayState* play) {
OPEN_DISPS(localGfxCtx);
func_80093D18(localGfxCtx);
Gfx_SetupDL_25Opa(localGfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(localGfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -72,7 +72,7 @@ void BgSpot01Idomizu_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -75,7 +75,7 @@ void BgSpot01Idosoko_Update(Actor* thisx, PlayState* play) {
void BgSpot01Idosoko_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -275,7 +275,7 @@ void func_808ACCB8(Actor* thisx, PlayState* play) {
Matrix_RotateY(play->csCtx.npcActions[0]->urot.y * (M_PI / (f32)0x8000), MTXMODE_APPLY);
Matrix_RotateZ(play->csCtx.npcActions[0]->urot.z * (M_PI / (f32)0x8000), MTXMODE_APPLY);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, redPrim, greenPrim, bluePrim, 255);
@ -336,7 +336,7 @@ void func_808AD450(Actor* thisx, PlayState* play) {
Matrix_RotateX(play->csCtx.npcActions[2]->urot.x * (M_PI / (f32)0x8000), MTXMODE_APPLY);
Matrix_RotateY(play->csCtx.npcActions[2]->urot.y * (M_PI / (f32)0x8000), MTXMODE_APPLY);
Matrix_Scale(0.9f, 0.9f, (((this->unk_170 - this->unk_172) * lerp) + this->unk_172) * 0.1f, MTXMODE_APPLY);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 128);

View file

@ -128,7 +128,7 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 0x08,

View file

@ -436,7 +436,7 @@ void BgSpot06Objects_DrawLakeHyliaWater(BgSpot06Objects* this, PlayState* play)
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -73,7 +73,7 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
frames = play->gameplayFrames;
if (LINK_IS_ADULT) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
@ -82,7 +82,7 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_OPA_DISP++, object_spot07_object_DL_003210);
}
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -171,7 +171,7 @@ void BgSpot09Obj_Draw(Actor* thisx, PlayState* play) {
if (thisx->params == 3) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -152,7 +152,7 @@ void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play) {
u32 gameplayFrames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,

View file

@ -97,7 +97,7 @@ void BgSpot15Saku_Update(Actor* thisx, PlayState* play) {
void BgSpot15Saku_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -535,7 +535,7 @@ void BgSpot16Bombstone_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -124,7 +124,7 @@ void BgSpot16Doughnut_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -149,7 +149,7 @@ void BgSpot16Doughnut_DrawExpanding(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -130,7 +130,7 @@ void BgSpot17Bakudankabe_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -146,7 +146,7 @@ void BgSpot17Bakudankabe_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -57,7 +57,7 @@ void func_808B7478(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - thisx->shape.rot.y + 0x8000) *
9.58738019108e-05f,
MTXMODE_APPLY);

View file

@ -124,7 +124,7 @@ void BgSstFloor_Draw(BgSstFloor* thisx, PlayState* play) {
BgSstFloor* this = (BgSstFloor*)thisx;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Scale(1.0f, this->drumHeight * -0.0025f, 1.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),

View file

@ -86,7 +86,7 @@ void func_808BA018(BgTokiHikari* this, PlayState* play) {
s32 pad;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -94,7 +94,7 @@ void func_808BA018(BgTokiHikari* this, PlayState* play) {
gSPDisplayList(POLY_OPA_DISP++, object_toki_objects_DL_008190);
} else {
gSPDisplayList(POLY_OPA_DISP++, object_toki_objects_DL_007E20);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, 64, 32));
@ -140,7 +140,7 @@ void func_808BA2CC(BgTokiHikari* this, PlayState* play) {
Matrix_Translate(0.0f, 276.0f, 1122.0f, MTXMODE_NEW);
Matrix_Scale(0.32f, 0.32f, this->unk_14C * 7.0f, MTXMODE_APPLY);
Matrix_RotateZ(M_PI, MTXMODE_APPLY);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Push();
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, this->unk_14C * 255.0f, (u8)(155.0f * this->unk_14C) + 100,

View file

@ -187,7 +187,7 @@ void BgTokiSwd_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
func_8002EBCC(&this->actor, play, 0);

View file

@ -232,7 +232,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if ((gSaveContext.sceneSetupIndex < 4) || LINK_IS_ADULT) {
if (gSaveContext.eventChkInf[0] & 0x80) {

View file

@ -151,7 +151,7 @@ void BgVbSima_Update(Actor* thisx, PlayState* play) {
void BgVbSima_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaPlatformDL);

View file

@ -179,7 +179,7 @@ void BgYdanHasi_Draw(Actor* thisx, PlayState* play) {
} else {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, -play->gameplayFrames % 128,
play->gameplayFrames % 128, 0x20, 0x20, 1, play->gameplayFrames % 128,

View file

@ -425,7 +425,7 @@ void BgYdanSp_Draw(Actor* thisx, PlayState* play) {
MtxF mtxF;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (thisx->params == WEB_WALL) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -125,7 +125,7 @@ void func_808C0EEC(BgZg* this, PlayState* play) {
OPEN_DISPS(localGfxCtx);
func_80093D18(localGfxCtx);
Gfx_SetupDL_25Opa(localGfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(localGfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseBarsDL);

View file

@ -1140,7 +1140,7 @@ void BossDodongo_Draw(Actor* thisx, PlayState* play) {
s32 pad;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if ((this->unk_1C0 >= 2) && (this->unk_1C0 & 1)) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 255, 255, 0, 900, 1099);
@ -1700,7 +1700,7 @@ void BossDodongo_DrawEffects(PlayState* play) {
OPEN_DISPS(gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
unkMtx = &play->billboardMtxF;
// OTRTODO: This call causes the whole texture cache to be cleaned up, which causes an important slowdown on switch so we need to find a way to avoid it.

View file

@ -1527,7 +1527,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
if (effect->type == BFD_FX_EMBER) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaEmberMaterialDL);
flag++;
}
@ -1550,7 +1550,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
if (effect->type == BFD_FX_DEBRIS) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaDebrisMaterialDL);
flag++;
}
@ -1573,7 +1573,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
if (effect->type == BFD_FX_DUST) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustMaterialDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 90, 30, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 90, 30, 0, 0);
@ -1598,7 +1598,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
if (effect->type == BFD_FX_FIRE_BREATH) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustMaterialDL);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, 255);
flag++;
@ -1623,7 +1623,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
if (effect->type == BFD_FX_SKULL_PIECE) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaSkullPieceMaterialDL);
flag++;
}
@ -1650,7 +1650,7 @@ void BossFd_Draw(Actor* thisx, PlayState* play) {
osSyncPrintf("FD DRAW START\n");
if (this->actionFunc != BossFd_Wait) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->work[BFD_DAMAGE_FLASH_TIMER] & 2) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 255, 255, 0, 900, 1099);
}
@ -1972,7 +1972,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
Vec3f spB0 = { 0.0f, 1700.0f, 7000.0f };
Vec3f spA4 = { -1000.0f, 700.0f, 7000.0f };
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaManeMaterialDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, this->fwork[BFD_MANE_COLOR_CENTER], 0, 255);
Matrix_Push();

View file

@ -1178,7 +1178,7 @@ void BossFd2_DrawMane(BossFd2* this, PlayState* play) {
this->leftMane.scale[i] = 1.5f + 0.3f * Math_CosS(5696.0f * this->work[FD2_VAR_TIMER] + i * 0x3200);
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gHoleVolvagiaManeMaterialDL);
@ -1205,7 +1205,7 @@ void BossFd2_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
osSyncPrintf("FD2 draw start \n");
if (this->actionFunc != BossFd2_Wait) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->work[FD2_DAMAGE_FLASH_TIMER] & 2) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 255, 255, 0, 900, 1099);
}

View file

@ -3362,7 +3362,7 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
if ((this->unk_2E8 != 0) || (this->unk_2E6 != 0)) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
@ -3426,7 +3426,7 @@ void BossGanon_DrawHandLightBall(BossGanon* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
if (this->handLightBallScale > 0.0f) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
if ((this->unk_1A2 % 2) != 0) {
@ -3467,7 +3467,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
if (this->unk_284 > 0.0f) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
// light flecks
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, (s8)this->unk_290);
@ -3786,7 +3786,7 @@ void BossGanon_DrawShadowTexture(void* tex, BossGanon* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, 50);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
@ -3824,8 +3824,8 @@ void BossGanon_Draw(Actor* thisx, PlayState* play) {
gSPInvalidateTexCache(POLY_OPA_DISP++, ganon_boss_sceneTex_007418);
}
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if ((this->unk_1A6 & 2) != 0) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099);
@ -4166,7 +4166,7 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
alpha = ((this->unk_1A2 % 2) != 0) ? this->fwork[GDF_FWORK_1] * 0.4f : this->fwork[GDF_FWORK_1] * 0.35f;
@ -4315,7 +4315,7 @@ void func_808E229C(Actor* thisx, PlayState* play2) {
s32 temp;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
@ -4597,7 +4597,7 @@ void func_808E324C(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, (s8)this->fwork[GDF_FWORK_1]);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 255, 0, 128);
gSPSegment(POLY_XLU_DISP++, 0x0D, mtx);
@ -4853,7 +4853,7 @@ void BossGanon_DrawEffects(PlayState* play) {
GanondorfEffect* effFirst = eff;
OPEN_DISPS(gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
for (i = 0; i < 200; i++, eff++) {
if (eff->type == GDF_EFF_WINDOW_SHARD) {

View file

@ -2649,7 +2649,7 @@ void func_80904D88(BossGanon2* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (this->unk_30C > 0.0f) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->unk_380 > 0.0f) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 200, 0, 0);
@ -2683,7 +2683,7 @@ void func_80904FC8(BossGanon2* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (this->unk_384 > 0.0f) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 200);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 200, 0, 0);
gSPDisplayList(POLY_XLU_DISP++, ovl_Boss_Ganon2_DL_00B308);
@ -2714,7 +2714,7 @@ void func_8090523C(BossGanon2* this, PlayState* play) {
s8 i;
player = GET_PLAYER(play);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)this->unk_38C);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, 0);
gSPDisplayList(POLY_XLU_DISP++, ovl_Boss_Ganon2_DL_00B308);
@ -2799,8 +2799,8 @@ void BossGanon2_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
switch (this->unk_337) {
case 0:
@ -2942,7 +2942,7 @@ void func_809060E8(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
for (i = 0; i < 1; i++) {
if (effect->type == 1) {
@ -2952,7 +2952,7 @@ void func_809060E8(PlayState* play) {
f32 temp_f0;
f32 angle;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
spA0.x = play->envCtx.dirLight1.params.dir.x;
spA0.y = play->envCtx.dirLight1.params.dir.y;
spA0.z = play->envCtx.dirLight1.params.dir.z;
@ -3111,7 +3111,7 @@ void BossGanon2_DrawShadowTexture(void* shadowTexture, BossGanon2* this, PlaySta
OPEN_DISPS(gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if ((play->envCtx.unk_BD == 1) || (play->envCtx.unk_BD == 2)) {
alpha = (s16)(play->envCtx.unk_D8 * 180.0f) + 30;

View file

@ -1537,7 +1537,7 @@ void BossGanondrof_Draw(Actor* thisx, PlayState* play) {
}
osSyncPrintf("YP %f\n", this->actor.world.pos.y);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->work[GND_INVINC_TIMER] & 4) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099);
} else {

View file

@ -2123,7 +2123,7 @@ void BossGoma_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Translate(0.0f, -4000.0f, 0.0f, MTXMODE_APPLY);
// Invalidate Texture Cache since Goma modifies her own texture

View file

@ -2577,7 +2577,7 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(0.0f, MO_WATER_LEVEL(play), 0.0f, MTXMODE_NEW);
gSPSegment(POLY_XLU_DISP++, 0x0D,
@ -2609,7 +2609,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
BossMo_DrawWater(this, play);
}
if (this->drawActor) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
@ -2654,7 +2654,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
shadowAlpha = 160;
}
func_80094044(play->state.gfxCtx);
Gfx_SetupDL_44Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, shadowAlpha);
@ -2681,7 +2681,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Vec3f sp6C;
Vec3f sp60;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
@ -2734,11 +2734,11 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) {
u16 scroll;
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, (s8)(this->baseAlpha * 1.5f));
gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[MO_TENT_BASE_TEX1_X],
this->work[MO_TENT_BASE_TEX1_Y], 32, 32, 1, this->work[MO_TENT_BASE_TEX2_X],
@ -2921,7 +2921,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
if (effect->type == MO_FX_BIG_RIPPLE) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (flag == 0) {
func_80094BC4(gfxCtx);
Gfx_SetupDL_60NoCDXlu(gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
@ -2946,7 +2946,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
if (effect->type == MO_FX_SMALL_RIPPLE) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (flag == 0) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
@ -2972,7 +2972,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
(effect->type == MO_FX_SPLASH_TRAIL)) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (flag == 0) {
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletMaterialDL);
@ -3002,7 +3002,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
if (effect->type == MO_FX_WET_SPOT) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (flag == 0) {
func_80094044(gfxCtx);
Gfx_SetupDL_44Xlu(gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
gDPSetEnvColor(POLY_XLU_DISP++, 250, 250, 255, 0);
@ -3030,7 +3030,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
if (effect->type == MO_FX_BUBBLE) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (flag == 0) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);

View file

@ -2710,7 +2710,7 @@ void BossSst_DrawHand(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x80, sBodyColor.r, sBodyColor.g, sBodyColor.b, 255);
@ -2731,7 +2731,7 @@ void BossSst_DrawHand(Actor* thisx, PlayState* play) {
s32 end;
s32 pad;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
end = this->trailCount >> 1;
idx = (this->trailIndex + 4) % 7;
@ -2867,7 +2867,7 @@ void BossSst_DrawHead(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (!CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0x00, 0x80, sBodyColor.r, sBodyColor.g, sBodyColor.b, 255);
if (!sBodyStatic) {
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
@ -2876,7 +2876,7 @@ void BossSst_DrawHead(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDList);
}
} else {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 255, 255, 255, 255);
gSPSegment(POLY_XLU_DISP++, 0x08, &D_80116280[2]);
}
@ -2908,7 +2908,7 @@ void BossSst_DrawHead(Actor* thisx, PlayState* play) {
Vec3f vanishMaskPos;
Vec3f vanishMaskOffset;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, 0, 0, 18, 255);
yOffset = 113 * 8 - this->timer * 8;
@ -3168,7 +3168,7 @@ void BossSst_DrawEffect(Actor* thisx, PlayState* play) {
if (this->effectMode != BONGO_NULL) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->effectMode == BONGO_ICE) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, play->gameplayFrames % 256, 0x20, 0x10, 1,

View file

@ -3240,7 +3240,7 @@ void func_80941BC0(BossTw* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
Matrix_Push();
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
Matrix_Scale(this->workf[UNK_F12], this->workf[UNK_F12], this->workf[UNK_F12], MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -3285,7 +3285,7 @@ void func_80942180(BossTw* this, PlayState* play) {
Matrix_Push();
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
Matrix_Scale(this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 8,
@ -3444,7 +3444,7 @@ void func_80943028(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01F608));
func_80094044(play->state.gfxCtx);
Gfx_SetupDL_44Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, 200);
Matrix_Translate(this->actor.world.pos.x, 240.0f, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale((this->actor.scale.x * 4000.0f) / 100.0f, 1.0f, (this->actor.scale.x * 4000.0f) / 100.0f,
@ -3492,8 +3492,8 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) {
(s16)this->workf[INNR_CRWN_TX_Y2] & 0xFF, 0x20, 0x40));
}
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->work[FOG_TIMER] & 2) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099);
@ -3761,7 +3761,7 @@ void BossTw_SpawnPortalDraw(BossTw* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -this->work[CS_TIMER_1] * 15, 0x20, 0x40, 1, 0, 0, 0x40, 0x40));
@ -3851,8 +3851,8 @@ void BossTw_TwinrovaDraw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
if (this->visible) {
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
POLY_OPA_DISP = (this->work[FOG_TIMER] & 2) ? Gfx_SetFog2(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099)
: Gfx_SetFog2(POLY_OPA_DISP, (u32)this->fogR, (u32)this->fogG,
@ -4419,7 +4419,7 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
switch (this->actor.params) {
case TW_FIRE_BLAST:
@ -4491,7 +4491,7 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->actor.params == TW_DEATHBALL_KOUME) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, (s8)this->workf[TAIL_ALPHA]);
@ -4901,7 +4901,7 @@ void BossTw_DrawEffects(PlayState* play) {
OPEN_DISPS(gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
for (i = 0; i < ARRAY_COUNT(sTwEffects); i++) {
if (currentEffect->type == 1) {

View file

@ -3193,9 +3193,9 @@ void BossVa_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
paramsPtr = &this->actor.params;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
switch (this->actor.params) {
case BOSSVA_BODY:
@ -3526,7 +3526,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_LARGE_SPARK) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 130, 130, 30, 0);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_0156A0);
flag++;
@ -3549,7 +3549,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_SPARK_BALL) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_011738);
flag++;
}
@ -3577,7 +3577,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_BLOOD) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_009430);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gEffBubble1Tex));
flag++;
@ -3611,7 +3611,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, effect->envColor[3]);
gSPDisplayList(POLY_OPA_DISP++, gBarinadeDL_0128B8);
flag++;
@ -3635,7 +3635,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_GORE) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gBarinadeDL_012BA0);
flag++;
}
@ -3668,7 +3668,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_ZAP_CHARGE) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_0135B0);
flag++;
}
@ -3693,7 +3693,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_BLAST_SPARK) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093C14(play->state.gfxCtx);
Gfx_SetupDL_25Xlu2(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 130, 130, 30, 0);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_0156A0);
flag++;
@ -3717,7 +3717,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
if (effect->type == VA_SMALL_SPARK) {
FrameInterpolation_RecordOpenChild(effect, effect->epoch);
if (!flag) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 100, 0);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008F08);
flag++;

View file

@ -566,7 +566,7 @@ void func_80967FFC(Actor* thisx, PlayState* play) {
u16 timer1 = this->timer1;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0x7FFF - ((timer1 * 8) & 0x7FFF), 16, 512, 1, 0,
@ -618,12 +618,12 @@ void func_80968298(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
alpha = (s32)(this->unk_170 * 255.0f);
POLY_XLU_DISP = func_800937C0(POLY_XLU_DISP);
POLY_XLU_DISP = Gfx_SetupDL_57(POLY_XLU_DISP);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, alpha);
gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_DISABLE);
gDPSetColorDither(POLY_XLU_DISP++, G_CD_DISABLE);
gDPFillRectangle(POLY_XLU_DISP++, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
alpha = (s32)(this->unk_16C * 255.0f);
for (i2 = 0, i = 0; i < 63; i++) {
@ -646,7 +646,7 @@ void func_80968298(Actor* thisx, PlayState* play) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 50, 50, 50, 255);
gSPDisplayList(POLY_XLU_DISP++, object_demo_6k_DL_001040);
@ -668,7 +668,7 @@ void func_8096865C(Actor* thisx, PlayState* play) {
displayList = gEffFlash2DL;
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, sEnvColors[this->unk_293].r, sEnvColors[this->unk_293].g,
sEnvColors[this->unk_293].b, 255);
@ -698,7 +698,7 @@ void func_809688C4(Actor* thisx, PlayState* play2) {
(play->csCtx.npcActions[1]->action != 1)) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 255, 255);
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000) * (M_PI / 0x8000), MTXMODE_APPLY);
@ -737,7 +737,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -785,7 +785,7 @@ void func_80968FB0(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
scaleFactor = ((s16)D_809693CC[(frames * 4) & 0xF] * 0.01f) + 1.0f;
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);

View file

@ -807,7 +807,7 @@ void DemoDu_Draw_02(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(mouthTexture));
@ -1002,7 +1002,7 @@ void DemoDu_Draw_01(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(mouthTexture));

View file

@ -256,7 +256,7 @@ void DemoEc_DrawSkeleton(DemoEc* this, PlayState* play, void* eyeTexture, void*
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
if (eyeTexture != NULL) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
@ -282,7 +282,7 @@ void DemoEc_DrawSkeletonCustomColor(DemoEc* this, PlayState* play, Gfx* arg2, Gf
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
if (arg2 != 0) {
gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(arg2));

View file

@ -1759,13 +1759,13 @@ void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
func_8002ED80(&this->actor, play, 0);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, this->primXluColor[0], this->primXluColor[1],
this->primXluColor[2], 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
gSPDisplayList(POLY_XLU_DISP++, this->jewelDisplayList);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
func_8002EBCC(&this->actor, play, 0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 128, this->primOpaColor[0], this->primOpaColor[1],
this->primOpaColor[2], 255);
@ -1793,7 +1793,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 255, 255, 170, 255);
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (frames * 2) % 512, 512 - (frames % 512) - 1, 128, 128, 1,
@ -1835,7 +1835,7 @@ void DemoEffect_DrawFireBall(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 64, 64, 255, 200, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_XLU_DISP++, play->billboardMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
@ -1879,12 +1879,12 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, this->primXluColor[0], this->primXluColor[1], this->primXluColor[2],
255);
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Push();
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGoldenGoddessAuraDL);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
func_8002EBCC(&this->actor, play, 0);
Matrix_Pop();
@ -1922,7 +1922,7 @@ void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play) {
} else {
disp = (uintptr_t)gEffFlash1DL;
alpha = &this->light.alpha;
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, this->primXluColor[0], this->primXluColor[1],
this->primXluColor[2], *alpha);
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
@ -1956,7 +1956,7 @@ void DemoEffect_DrawBlueOrb(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 188, 255, 255, this->blueOrb.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 255);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(this->blueOrb.rotation * (M_PI / 0x8000), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -1977,7 +1977,7 @@ void DemoEffect_DrawLgtShower(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 64, 64, 255, 255, 160, this->lgtShower.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 50, 200, 0, 255);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
@ -1997,7 +1997,7 @@ void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 170, 255, 255, this->lightRing.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 255);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -2021,7 +2021,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (gSaveContext.entranceIndex != 0x0400 || play->csCtx.frames < 885) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->triforceSpot.lightColumnOpacity > 0) {
Audio_PlayActorSound2(&this->actor, NA_SE_EV_AURORA - SFX_FLAG);
@ -2047,7 +2047,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
if (this->triforceSpot.triforceSpotOpacity < 250) {
func_8002ED80(&this->actor, play, 0);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_AA_ZB_XLU_SURF2);
Matrix_RotateY(this->triforceSpot.rotation * (M_PI / 0x8000), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -2059,7 +2059,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, gTriforceDL);
} else {
func_8002EBCC(&this->actor, play, 0);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_AA_ZB_OPA_SURF2);
Matrix_RotateY(this->triforceSpot.rotation * (M_PI / 0x8000), MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -2109,7 +2109,7 @@ s32 DemoEffect_DrawTimewarpLimbs(PlayState* play, SkelAnimeCurve* skelCuve, s32
u32 frames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, 170, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
gSPSegment(POLY_XLU_DISP++, 8,
@ -2138,7 +2138,7 @@ void DemoEffect_DrawTimeWarp(Actor* thisx, PlayState* play) {
if (effectType == DEMO_EFFECT_TIMEWARP_TIMEBLOCK_LARGE || effectType == DEMO_EFFECT_TIMEWARP_TIMEBLOCK_SMALL ||
Flags_GetEnv(play, 1) || gSaveContext.sceneSetupIndex >= 4 || gSaveContext.entranceIndex == 0x0324) {
OPEN_DISPS(gfxCtx);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 25);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 25);
Matrix_Scale(2.0f, 2.0f, 2.0f, MTXMODE_APPLY);
SkelCurve_Draw(thisx, play, &this->skelCurve, DemoEffect_DrawTimewarpLimbs, NULL, 1, this);
CLOSE_DISPS(gfxCtx);

View file

@ -199,7 +199,7 @@ void DemoExt_DrawVortex(Actor* thisx, PlayState* play) {
Matrix_Translate(kREG(22), kREG(23), kREG(24), MTXMODE_APPLY);
MATRIX_TOMTX(mtx);
Matrix_Pop();
func_80093D84(gfxCtx);
Gfx_SetupDL_25Xlu(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, kREG(33) + 128, kREG(25) + 140, kREG(26) + 80, kREG(27) + 140, this->primAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, kREG(29) + 90, kREG(30) + 50, kREG(31) + 95, this->envAlpha);

View file

@ -75,7 +75,7 @@ void func_80977EA8(PlayState* play, Gfx* dlist) {
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);

View file

@ -271,7 +271,7 @@ void DemoGj_DrawCommon(DemoGj* this, PlayState* play, Gfx* displayList) {
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -302,7 +302,7 @@ void DemoGj_DrawRotated(DemoGj* this, PlayState* play, Gfx* displayList) {
MATRIX_TOMTX(matrix);
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, matrix, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, displayList);

View file

@ -333,7 +333,7 @@ void func_8097D29C(DemoGo* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(mouthTexture));

View file

@ -668,7 +668,7 @@ void DemoGt_Draw1(DemoGt* this, PlayState* play) {
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(gfxCtx, 0, 0, unk198[0], 0x20, 0x40, 1, 0, unk198[1], 0x20, 0x40, unk178[0],
@ -678,7 +678,7 @@ void DemoGt_Draw1(DemoGt* this, PlayState* play) {
unk188[1], unk188[2], 0x80));
gSPMatrix(POLY_OPA_DISP++, spB4, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsExteriorStructureDL);
func_80093D84(gfxCtx);
Gfx_SetupDL_25Xlu(gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
gSPSegment(
POLY_XLU_DISP++, 0x09,
@ -853,7 +853,7 @@ void DemoGt_Draw2(DemoGt* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
unk198 = this->unk_198;
unk178 = this->unk_178;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1168,7 +1168,7 @@ void DemoGt_Draw3(DemoGt* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(gfxCtx),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsCollapsedStructureOuterDL);
@ -1291,7 +1291,7 @@ void DemoGt_Draw4(DemoGt* this, PlayState* play2) {
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, sp60, (G_MTX_PUSH | G_MTX_LOAD) | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsStandalonePillarDL);
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
@ -1410,7 +1410,7 @@ void DemoGt_Draw5(DemoGt* this, PlayState* play) {
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, sp60, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsStandalonePillarDL);
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
@ -1502,7 +1502,7 @@ void DemoGt_Draw6(DemoGt* this, PlayState* play) {
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, sp64, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsStandalonePillarDL);
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
@ -1594,7 +1594,7 @@ void DemoGt_Draw7(DemoGt* this, PlayState* play) {
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, sp5C, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsWalkwayDL);
@ -1685,7 +1685,7 @@ void DemoGt_Draw8(DemoGt* this, PlayState* play) {
Matrix_Pop();
func_80093D18(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
gSPMatrix(POLY_OPA_DISP++, sp5C, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsAlternativeWalkwayDL);

View file

@ -284,8 +284,8 @@ void DemoIk_Type1Draw(DemoIk* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
func_8002EBCC(&this->actor, play, 0);
func_80093D18(gfxCtx);
func_80093D84(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
Gfx_SetupDL_25Xlu(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, DemoIk_SetColors(gfxCtx, 245, 225, 155, 30, 30, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, DemoIk_SetColors(gfxCtx, 255, 40, 0, 40, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, DemoIk_SetColors(gfxCtx, 255, 255, 255, 20, 40, 30));
@ -452,8 +452,8 @@ void DemoIk_Type2Draw(DemoIk* this, PlayState* play) {
OPEN_DISPS(gfxCtx);
func_8002EBCC(&this->actor, play, 0);
func_80093D18(gfxCtx);
func_80093D84(gfxCtx);
Gfx_SetupDL_25Opa(gfxCtx);
Gfx_SetupDL_25Xlu(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, DemoIk_SetColors(gfxCtx, 245, 225, 155, 30, 30, 0));
gSPSegment(POLY_OPA_DISP++, 0x09, DemoIk_SetColors(gfxCtx, 255, 40, 0, 40, 0, 0));
gSPSegment(POLY_OPA_DISP++, 0x0A, DemoIk_SetColors(gfxCtx, 255, 255, 255, 20, 40, 30));

View file

@ -526,7 +526,7 @@ void DemoIm_DrawTranslucent(DemoIm* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTex));
gSPSegment(POLY_XLU_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTex));
@ -1221,7 +1221,7 @@ void DemoIm_DrawSolid(DemoIm* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTexture));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(eyeTexture));

View file

@ -624,7 +624,7 @@ void DemoKankyo_DrawRain(Actor* thisx, PlayState* play) {
Matrix_Translate(translateX, translateY, translateZ, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x14);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, 0x14);
gSPDisplayList(POLY_XLU_DISP++, object_efc_star_field_DL_000080);
FrameInterpolation_RecordCloseChild();
@ -639,7 +639,7 @@ void DemoKankyo_DrawRock(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateX(DEG_TO_RAD(this->unk_150[0].unk_C.x), MTXMODE_APPLY);
Matrix_RotateY(DEG_TO_RAD(this->unk_150[0].unk_C.y), MTXMODE_APPLY);
@ -684,7 +684,7 @@ void DemoKankyo_DrawClouds(Actor* thisx, PlayState* play) {
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust5Tex));
func_80094C50(play->state.gfxCtx);
Gfx_SetupDL_61Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, SEG_ADDR(1, 0), G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffDustDL);
@ -701,7 +701,7 @@ void DemoKankyo_DrawDoorOfTime(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Translate(-this->unk_150[0].unk_18, 0.0f, 0.0f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@ -721,7 +721,7 @@ void DemoKankyo_DrawLightPlane(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
if (play->csCtx.state == CS_STATE_IDLE || gSaveContext.sceneSetupIndex >= 4) {
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TexScroll(play->state.gfxCtx, 0, play->state.frames & 0x7F, 64, 32));
@ -894,7 +894,7 @@ void DemoKankyo_DrawWarpSparkles(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, sWarpSparkleEnvColors[respawnData].r,
sWarpSparkleEnvColors[respawnData].g, sWarpSparkleEnvColors[respawnData].b, 255);
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->unk_150[i].unk_24), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
@ -1000,7 +1000,7 @@ void DemoKankyo_DrawSparkles(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, 255);
gDPSetEnvColor(POLY_XLU_DISP++, sSparkleEnvColors[3].r, sSparkleEnvColors[3].g, sSparkleEnvColors[3].b,
255);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->unk_150[i].unk_24), MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),

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