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Bosses title cards fixes (#247)
* Boss title fixes. * Proper X/Y/H/W * Proper x,y,w,h * Proper X,Y,W,H * Actually had wrong height (was 32, should be 40) * one of the last x,y,h,w fix * WIP really need a better way to check it. * Fix Ganondorf title card. * better conditional logic * No more workaround! * Add two var in the TitleCardContext structures * Added hasTranslation to Phantom Ganon's Horse funny how that the horse that hold the title card. * Add hasTranslation to Dodongo. * Revert workaround and add hasTranslation=false * Added hasTranslation to big piggy Ganon * Add hasTranslation to Gohma * Add hasTranslation to Morpha * Add hasTranslation to Twins first part. * Add hastranslation to that eletro "dude" * Add hastranslation to bongo bongo * Added hasTranslation to airwing v2 * add hasTranslation to TitleCard_InitBossName init * isBossCard to true now that I can confirm it work imagine in TitleCard_InitBossName setting isBossCard to false... * no need to use bool there is seem to not like it * change bool to s16
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13 changed files with 51 additions and 24 deletions
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@ -758,12 +758,14 @@ void func_8002CDE4(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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}
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void TitleCard_InitBossName(GlobalContext* globalCtx, TitleCardContext* titleCtx, void* texture, s16 x, s16 y, u8 width,
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u8 height) {
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u8 height, s16 hasTranslation) {
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if (ResourceMgr_OTRSigCheck(texture))
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texture = ResourceMgr_LoadTexByName(texture);
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titleCtx->texture = texture;
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titleCtx->isBossCard = true;
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titleCtx->hasTranslation = hasTranslation;
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titleCtx->x = x;
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titleCtx->y = y;
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titleCtx->width = width;
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@ -981,6 +983,8 @@ void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCt
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titleCtx->texture = ResourceMgr_LoadTexByName(texture);
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//titleCtx->texture = texture;
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titleCtx->isBossCard = false;
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titleCtx->hasTranslation = false;
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titleCtx->x = x;
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titleCtx->y = y;
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titleCtx->width = width;
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@ -1009,6 +1013,9 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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s32 doubleWidth;
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s32 titleY;
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s32 titleSecondY;
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s32 textureLanguageOffset;
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s32 shiftTopY;
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s32 shiftBottomY;
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if (titleCtx->alpha != 0) {
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width = titleCtx->width;
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@ -1022,31 +1029,48 @@ void TitleCard_Draw(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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height = (width * height > 0x1000) ? 0x1000 / width : height;
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titleSecondY = titleY + (height * 4);
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textureLanguageOffset = 0x0;
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shiftTopY = 0x0;
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shiftBottomY = 0x1000;
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//if this card is bosses cards, has translation and that is not using English language.
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if (titleCtx->isBossCard == 1 && titleCtx->hasTranslation == 1 && gSaveContext.language != LANGUAGE_ENG) {
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if (gSaveContext.language == LANGUAGE_GER) {
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textureLanguageOffset = (width * height * gSaveContext.language);
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shiftTopY = 0x400;
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shiftBottomY = 0x1400;
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} else if (gSaveContext.language == LANGUAGE_FRA) {
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textureLanguageOffset = (width * height * gSaveContext.language);
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shiftTopY = 0x800;
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shiftBottomY = 0x1800;
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}
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}
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// WORLD_OVERLAY_DISP Goes over POLY_XLU_DISP but under POLY_KAL_DISP
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WORLD_OVERLAY_DISP = func_80093808(WORLD_OVERLAY_DISP);
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gDPSetPrimColor(WORLD_OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
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(u8)titleCtx->alpha);
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gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture, G_IM_FMT_IA,
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gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + textureLanguageOffset + shiftBottomY, G_IM_FMT_IA,
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G_IM_SIZ_8b,
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width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(WORLD_OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4) - 1,
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//Removing the -1 there remove the gap between top and bottom textures.
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gSPTextureRectangle(WORLD_OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4),
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G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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height = titleCtx->height - height;
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// If texture is bigger than 0x1000, display the rest
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if (height > 0) {
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gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + 0x1000,
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gDPLoadTextureBlock(WORLD_OVERLAY_DISP++, (uintptr_t)titleCtx->texture + textureLanguageOffset + shiftBottomY,
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G_IM_FMT_IA,
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G_IM_SIZ_8b, width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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//Removing the -1 there remove the gap between top and bottom textures.
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gSPTextureRectangle(WORLD_OVERLAY_DISP++, titleX, titleSecondY, ((doubleWidth * 2) + titleX) - 4,
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titleSecondY + (height * 4) - 1, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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titleSecondY + (height * 4), G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 2880);
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