diff --git a/soh/soh/Enhancements/cosmetics/authenticGfxPatches.cpp b/soh/soh/Enhancements/cosmetics/authenticGfxPatches.cpp index de97f3840..709854c35 100644 --- a/soh/soh/Enhancements/cosmetics/authenticGfxPatches.cpp +++ b/soh/soh/Enhancements/cosmetics/authenticGfxPatches.cpp @@ -8,6 +8,7 @@ extern "C" { #include "objects/object_gi_soldout/object_gi_soldout.h" #include "objects/object_ik/object_ik.h" #include "objects/object_link_child/object_link_child.h" +#include "objects/object_ru2/object_ru2.h" uint32_t ResourceMgr_GameHasMasterQuest(); uint32_t ResourceMgr_GameHasOriginal(); @@ -187,10 +188,25 @@ void PatchIronKnuckleTextureOverflow() { } } +void PatchPrincessRutoEaring() { + // FAST3D: This is a hack for the issue of both TEXEL0 and TEXEL1 using the same texture with different settings. + // Ruto's earring uses both TEXEL0 and TEXEL1 to render. The issue is that it never loads anything into TEXEL1, so + // it reuses whatever happens to be there, which is the water temple brick texture. It just so happens that the + // earring texture loads into the same place in TMEM as the brick texture, so when it comes to rendering, TEXEL1 + // uses the earring texture with different clamp settings, and it displays without noticeable error. However, both + // texel samplers are not intended to be used for the same texture with different settings, so this misuse confuses + // our texture cache, and we load the wrong settings for the earrings texture. This patch is a hack that replaces + // TEXEL1 with TEXEL0, which is most likely the original intention, and all is well. + ResourceMgr_PatchGfxByName(gAdultRutoHeadDL, "RutoEaringTileFix", 162, + gsDPSetCombineLERP(TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, COMBINED, + TEXEL0, 0, PRIM_LOD_FRAC, COMBINED)); +} + void ApplyAuthenticGfxPatches() { PatchDekuStickTextureOverflow(); PatchFreezardTextureOverflow(); PatchIronKnuckleTextureOverflow(); + PatchPrincessRutoEaring(); } // Patches the Sold Out GI DL to render the texture in the mirror boundary diff --git a/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c b/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c index 5f3737b44..357b2c0ca 100644 --- a/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c +++ b/soh/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c @@ -192,11 +192,11 @@ void DemoGj_Explode(DemoGj* this, PlayState* play, Vec3f* initialPos, Vec3f* dir phi_s0 = 0x21; } - Gfx* gfx = ResourceMgr_LoadGfxByName(gGanonRubbleDL); - + // SoH [Port] Changed from &gGanonsCastleRubbleAroundArenaDL[28] to gGanonRubbleDL as it seems this was an error in the original rom/decomp + // Other calls to EffectSsKakera_Spawn with OBJECT_GEFF use gGanonRubbleDL, so this change is to match that EffectSsKakera_Spawn(play, &explosionPos, &velocity, initialPos, -200, phi_s0, 10, 10, 0, Rand_ZeroOne() * 20.0f + 20.0f, 20, 300, (s32)(Rand_ZeroOne() * 30.0f) + 30, -1, - OBJECT_GEFF, gfx); + OBJECT_GEFF, gGanonRubbleDL); theta += 0x2AAA; } diff --git a/soh/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c b/soh/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c index 6be42b42d..fe4a77724 100644 --- a/soh/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c +++ b/soh/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c @@ -821,19 +821,6 @@ void func_80AF3F20(EnRu2* this, PlayState* play) { void EnRu2_Draw(Actor* thisx, PlayState* play) { EnRu2* this = (EnRu2*)thisx; - // FAST3D: This is a hack for the issue of both TEXEL0 and TEXEL1 using the same texture with different settings. - // Ruto's earring uses both TEXEL0 and TEXEL1 to render. The issue is that it never loads anything into TEXEL1, so - // it reuses whatever happens to be there, which is the water temple brick texture. It just so happens that the - // earring texture loads into the same place in tmem as the brick texture, so when it comes to rendering, TEXEL1 - // uses the earring texture with diffrent clamp settings, and it displays without noticeable error. However, both - // texel samplers are not intended to be used for the same texture with different settings, so this misuse confuses - // our texture cache, and we load the wrong settings for the earrings texture. This patch is a hack that replaces - // TEXEL1 with TEXEL0, which is most likely the original intention, and all is well. - Gfx* gfx = ResourceMgr_LoadGfxByName(gAdultRutoHeadDL); - Gfx patch = gsDPSetCombineLERP(TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, COMBINED, TEXEL0, 0, - PRIM_LOD_FRAC, COMBINED); - gfx[0xA2] = patch; - if ((this->drawConfig < 0) || (this->drawConfig >= ARRAY_COUNT(sDrawFuncs)) || (sDrawFuncs[this->drawConfig] == 0)) { // "Draw Mode is improper!"