Use Macro for __FILE__ & __LINE__ when possible (#559)

* First batch some overlay

* Almost all overlay

* effect & gamestate

* kaleido stuffs

* more overlay

* more left over from code folder

* remaining hardcoded line and file

* Open & Close _DISP __FILE__ & __LINE__ clean up

* Some if (1) {} remove

* LOG_xxxx __FILE__ , __LINE__ cleaned

* ASSERT macro __FILE__ __LINE__

* mtx without line/file in functions

* " if (1) {} " & "if (0) {}" and tab/white place

* LogUtils as macro

* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_

* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"

This reverts commit 0d85caaf7e.

* Like last commit but as macro

* Fix matrix not using macros

* use function not macro

* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
This commit is contained in:
Baoulettes 2022-07-06 01:29:34 +02:00 committed by GitHub
parent a9c3c7541e
commit a5df9dddf0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
467 changed files with 3081 additions and 3459 deletions

View file

@ -976,12 +976,12 @@ void func_800994A0(GlobalContext* globalCtx) {
// Scene Draw Config 0
void func_80099550(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4725);
OPEN_DISPS(globalCtx->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, sDefaultDisplayList);
gSPDisplayList(POLY_XLU_DISP++, sDefaultDisplayList);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4735);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* D_8012A2F8[] = {
@ -993,7 +993,7 @@ void* D_8012A2F8[] = {
void func_800995DC(GlobalContext* globalCtx) {
u32 gameplayFrames = globalCtx->gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4763);
OPEN_DISPS(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 127 - (gameplayFrames % 128), (gameplayFrames * 1) % 128,
@ -1006,14 +1006,14 @@ void func_800995DC(GlobalContext* globalCtx) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4783);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 28
void func_80099760(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4845);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1023,7 +1023,7 @@ void func_80099760(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4859);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* gDCEntranceTextures[] = {
@ -1041,7 +1041,7 @@ void func_80099878(GlobalContext* globalCtx) {
s32 pad;
Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 2 * sizeof(Gfx[3]));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4905);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag]));
@ -1071,7 +1071,7 @@ void func_80099878(GlobalContext* globalCtx) {
gDPSetEnvColor(displayListHead++, 255, 255, 255, globalCtx->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT]);
gSPEndDisplayList(displayListHead);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 4956);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 30
@ -1079,7 +1079,7 @@ void func_80099BD8(GlobalContext* globalCtx) {
f32 temp;
Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 18 * sizeof(Gfx));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5069);
OPEN_DISPS(globalCtx->state.gfxCtx);
temp = globalCtx->roomCtx.unk_74[0] / 255.0f;
@ -1123,7 +1123,7 @@ void func_80099BD8(GlobalContext* globalCtx) {
gDPSetEnvColor(displayListHead++, 0, 0, 0, globalCtx->roomCtx.unk_74[1]);
gSPEndDisplayList(displayListHead);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5145);
CLOSE_DISPS(globalCtx->state.gfxCtx);
if (gSaveContext.sceneSetupIndex == 5) {
gCustomLensFlareOn = true;
@ -1140,7 +1140,7 @@ void func_80099BD8(GlobalContext* globalCtx) {
void func_8009A45C(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5171);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
@ -1163,14 +1163,14 @@ void func_8009A45C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5212);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 32
void func_8009A798(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5226);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 2) % 256, 64, 64));
@ -1191,14 +1191,14 @@ void func_8009A798(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5264);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 33
void func_8009A9DC(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5278);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1214,14 +1214,14 @@ void func_8009A9DC(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5301);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 48
void func_8009AB98(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5317);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 256, 16));
@ -1232,14 +1232,14 @@ void func_8009AB98(GlobalContext* globalCtx) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5330);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 39
void func_8009ACA8(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5346);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1253,14 +1253,14 @@ void func_8009ACA8(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5367);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 24
void func_8009AE30(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5384);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
@ -1280,7 +1280,7 @@ void func_8009AE30(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5416);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sThievesHideoutEntranceTextures[] = {
@ -1292,7 +1292,7 @@ void* sThievesHideoutEntranceTextures[] = {
void func_8009AFE0(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5490);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x09, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
@ -1301,7 +1301,7 @@ void func_8009AFE0(GlobalContext* globalCtx) {
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sThievesHideoutEntranceTextures[gSaveContext.nightFlag]));
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5507);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* D_8012A330[] = {
@ -1315,9 +1315,7 @@ void func_8009B0FC(GlobalContext* globalCtx) {
s32 spB0;
s32 spAC;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5535);
if (1) {} // Necessary to match
OPEN_DISPS(globalCtx->state.gfxCtx);
spB0 = (globalCtx->roomCtx.unk_74[1] >> 8) & 0xFF;
spAC = globalCtx->roomCtx.unk_74[1] & 0xFF;
@ -1378,14 +1376,14 @@ void func_8009B0FC(GlobalContext* globalCtx) {
{ s32 pad[2]; }
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5644);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 29
void func_8009B86C(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5791);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1397,14 +1395,14 @@ void func_8009B86C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 145);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5808);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 34
void func_8009B9BC(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5822);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, gameplayFrames % 64, 4, 16));
@ -1412,14 +1410,14 @@ void func_8009B9BC(GlobalContext* globalCtx) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5836);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 35
void func_8009BAA4(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5850);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1437,7 +1435,7 @@ void func_8009BAA4(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5876);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 36
@ -1445,11 +1443,9 @@ void func_8009BC44(GlobalContext* globalCtx) {
u32 gameplayFrames;
s8 sp83;
if (1) {} // Necessary to match
sp83 = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5894);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
@ -1476,7 +1472,7 @@ void func_8009BC44(GlobalContext* globalCtx) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, sp83, sp83, sp83, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5930);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Screen Shake for Ganon's Tower Collapse
@ -1503,11 +1499,9 @@ void func_8009C0AC(GlobalContext* globalCtx) {
u32 gameplayFrames;
s8 sp7B;
if (1) {} // Necessary to match
sp7B = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 5968);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1530,7 +1524,7 @@ void func_8009C0AC(GlobalContext* globalCtx) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, sp7B, sp7B, sp7B, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6004);
CLOSE_DISPS(globalCtx->state.gfxCtx);
if (Flags_GetSwitch(globalCtx, 0x37)) {
if ((globalCtx->sceneNum == SCENE_GANON_DEMO) || (globalCtx->sceneNum == SCENE_GANON_FINAL) ||
@ -1549,9 +1543,7 @@ void* sIceCavernEntranceTextures[] = {
void func_8009C3EC(GlobalContext* globalCtx) {
u32 gameplayFrames;
if (0) {} // Necessary to match
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6042);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
@ -1570,14 +1562,14 @@ void func_8009C3EC(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6076);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 42
void func_8009C608(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6151);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 1) % 64, 256, 16));
@ -1597,14 +1589,14 @@ void func_8009C608(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6187);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 43
void func_8009C8B8(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6201);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1621,14 +1613,14 @@ void func_8009C8B8(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6232);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 47
void func_8009CAC0(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6249);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1641,7 +1633,7 @@ void func_8009CAC0(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6264);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sGTGEntranceTextures[] = {
@ -1653,9 +1645,7 @@ void* sGTGEntranceTextures[] = {
void func_8009CC00(GlobalContext* globalCtx) {
u32 gameplayFrames;
if (0) {} // Necessary to match
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6290);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
@ -1674,7 +1664,7 @@ void func_8009CC00(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6320);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
@ -1700,7 +1690,7 @@ Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y
void func_8009CF84(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6433);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1715,14 +1705,14 @@ void func_8009CF84(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6449);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 41
void func_8009D0E8(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6463);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1740,7 +1730,7 @@ void func_8009D0E8(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6491);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sLonLonHouseEntranceTextures[] = {
@ -1750,7 +1740,7 @@ void* sLonLonHouseEntranceTextures[] = {
// Scene Draw Config 44
void func_8009D31C(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6515);
OPEN_DISPS(globalCtx->state.gfxCtx);
{ s32 pad[2]; }
@ -1762,7 +1752,7 @@ void func_8009D31C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6528);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sGuardHouseView2Textures[] = {
@ -1778,7 +1768,7 @@ void* sGuardHouseView1Textures[] = {
void func_8009D438(GlobalContext* globalCtx) {
s32 var;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6560);
OPEN_DISPS(globalCtx->state.gfxCtx);
if (LINK_IS_ADULT) {
var = 1;
@ -1795,14 +1785,14 @@ void func_8009D438(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6581);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 46
void func_8009D5B4(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6595);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_TexScroll(globalCtx->state.gfxCtx, 0, (gameplayFrames * 3) % 128, 32, 32));
@ -1816,7 +1806,7 @@ void func_8009D5B4(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6615);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sForestTempleEntranceTextures[] = {
@ -1828,9 +1818,7 @@ void* sForestTempleEntranceTextures[] = {
void func_8009D758(GlobalContext* globalCtx) {
u32 gameplayFrames;
if (0) {} // Necessary to match
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6640);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
@ -1849,7 +1837,7 @@ void func_8009D758(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6671);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sSpiritTempleEntranceTextures[] = {
@ -1859,13 +1847,13 @@ void* sSpiritTempleEntranceTextures[] = {
// Scene Draw Config 25
void func_8009D974(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6752);
OPEN_DISPS(globalCtx->state.gfxCtx);
{ s32 pad[2]; }
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6762);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 1
@ -1875,7 +1863,7 @@ void func_8009DA30(GlobalContext* globalCtx) {
displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 3 * sizeof(Gfx));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6814);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1911,7 +1899,7 @@ void func_8009DA30(GlobalContext* globalCtx) {
gSPEndDisplayList(displayListHead);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6866);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sKakarikoWindowTextures[] = {
@ -1921,7 +1909,7 @@ void* sKakarikoWindowTextures[] = {
// Scene Draw Config 2
void func_8009DD5C(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6890);
OPEN_DISPS(globalCtx->state.gfxCtx);
{ s32 pad[2]; }
@ -1933,14 +1921,14 @@ void func_8009DD5C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6903);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 3
void func_8009DE78(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6917);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -1959,7 +1947,7 @@ void func_8009DE78(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6948);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 4
@ -1973,10 +1961,7 @@ void func_8009E0B8(GlobalContext* globalCtx) {
spA0 = 500;
displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 6 * sizeof(Gfx));
if (1) {}
if (1) {}
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 6965);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x09,
@ -2015,14 +2000,14 @@ void func_8009E0B8(GlobalContext* globalCtx) {
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, (s16)(-globalCtx->roomCtx.unk_74[0] * 0.02f), 32, 16, 1,
0, (s16)(-globalCtx->roomCtx.unk_74[0] * 0.02f), 32, 16));
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7044);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 5
void func_8009E54C(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7058);
OPEN_DISPS(globalCtx->state.gfxCtx);
if ((gSaveContext.sceneSetupIndex > 3) || (LINK_IS_ADULT && !(gSaveContext.eventChkInf[6] & 0x200))) {
globalCtx->roomCtx.unk_74[0] = 87;
@ -2039,7 +2024,7 @@ void func_8009E54C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7097);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sZorasDomainEntranceTextures[] = {
@ -2052,7 +2037,7 @@ void func_8009E730(GlobalContext* globalCtx) {
u32 gameplayFrames;
u32 var;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7123);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
var = 127 - (gameplayFrames * 1) % 128;
@ -2068,14 +2053,14 @@ void func_8009E730(GlobalContext* globalCtx) {
{ s32 pad[2]; }
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7147);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 7
void func_8009E8C0(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7161);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -2093,14 +2078,14 @@ void func_8009E8C0(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7192);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 8
void func_8009EAD8(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7206);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -2128,16 +2113,14 @@ void func_8009EAD8(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7260);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 9
void func_8009EE44(GlobalContext* globalCtx) {
u32 gameplayFrames;
if (0) {} // Necessary to match
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7274);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -2161,14 +2144,14 @@ void func_8009EE44(GlobalContext* globalCtx) {
globalCtx->roomCtx.unk_74[1]++;
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7309);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 10
void func_8009F074(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7323);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -2180,7 +2163,7 @@ void func_8009F074(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7339);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* D_8012A380[] = {
@ -2190,20 +2173,20 @@ void* D_8012A380[] = {
// Scene Draw Config 11
void func_8009F1B4(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7363);
OPEN_DISPS(globalCtx->state.gfxCtx);
{ s32 pad[2]; }
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[gSaveContext.nightFlag]));
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7371);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 12
void func_8009F270(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7385);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -2219,14 +2202,14 @@ void func_8009F270(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7409);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 13
void func_8009F40C(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7423);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -2242,14 +2225,14 @@ void func_8009F40C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7443);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 14
void func_8009F5D4(GlobalContext* globalCtx) {
Gfx* displayListHead = Graph_Alloc(globalCtx->state.gfxCtx, 3 * sizeof(Gfx));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7461);
OPEN_DISPS(globalCtx->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, displayListHead);
@ -2277,7 +2260,7 @@ void func_8009F5D4(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7495);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 15
@ -2286,7 +2269,7 @@ void func_8009F7D4(GlobalContext* globalCtx) {
s8 sp6E = coss((globalCtx->gameplayFrames * 1500) & 0xFFFF) >> 8;
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7512);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
sp6F = (sp6F >> 1) + 192;
@ -2302,7 +2285,7 @@ void func_8009F7D4(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7530);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sGoronCityEntranceTextures[] = {
@ -2314,7 +2297,7 @@ void* sGoronCityEntranceTextures[] = {
void func_8009F9D0(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7555);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -2331,7 +2314,7 @@ void func_8009F9D0(GlobalContext* globalCtx) {
{ s32 pad[2]; }
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7578);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void* sLonLonRanchWindowTextures[] = {
@ -2341,7 +2324,7 @@ void* sLonLonRanchWindowTextures[] = {
// Scene Draw Config 17
void func_8009FB74(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7602);
OPEN_DISPS(globalCtx->state.gfxCtx);
{ s32 pad[2]; }
@ -2353,14 +2336,14 @@ void func_8009FB74(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7615);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 18
void func_8009FC90(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7630);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -2377,7 +2360,7 @@ void func_8009FC90(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 64);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7653);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
f32 D_8012A398 = 0.0f;
@ -2388,7 +2371,7 @@ void func_8009FE58(GlobalContext* globalCtx) {
u32 gameplayFrames;
f32 temp;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7712);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
if (globalCtx->sceneNum == SCENE_BDAN) {
@ -2457,16 +2440,16 @@ void func_8009FE58(GlobalContext* globalCtx) {
Matrix_Scale(1.005f, sinf(D_8012A398) * 0.8f, 1.005f, MTXMODE_NEW);
}
gSPSegment(POLY_OPA_DISP++, 0x0D, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_scene_table.c", 7809));
gSPSegment(POLY_OPA_DISP++, 0x0D, MATRIX_NEWMTX(globalCtx->state.gfxCtx));
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7811);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 26
void func_800A0334(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7825);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_XLU_DISP++, 0x08,
@ -2485,7 +2468,7 @@ void func_800A0334(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7852);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
// Scene Draw Config 52
@ -2502,7 +2485,7 @@ void func_800A057C(GlobalContext* globalCtx) {
void func_800A059C(GlobalContext* globalCtx) {
u32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7893);
OPEN_DISPS(globalCtx->state.gfxCtx);
gameplayFrames = globalCtx->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08,
@ -2515,7 +2498,7 @@ void func_800A059C(GlobalContext* globalCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 7910);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
void (*sSceneDrawHandlers[])(GlobalContext*) = {
@ -2548,14 +2531,14 @@ void Scene_Draw(GlobalContext* globalCtx) {
HREG(94) = 0;
}
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 8104);
OPEN_DISPS(globalCtx->state.gfxCtx);
if (HREG(81) == 1) {
gSPDisplayList(POLY_OPA_DISP++, sDefaultDisplayList);
gSPDisplayList(POLY_XLU_DISP++, sDefaultDisplayList);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_scene_table.c", 8109);
CLOSE_DISPS(globalCtx->state.gfxCtx);
if (HREG(82) == 1) {
sSceneDrawHandlers[globalCtx->sceneConfig](globalCtx);