Ability to move minimap (incl. dgn one)
Add Dungeon icon fix requirement. once merged I will fix conflict with this one.
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@ -12,6 +12,11 @@ s16 sPlayerInitialPosZ = 0;
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s16 sPlayerInitialDirection = 0;
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s16 sEntranceIconMapIndex = 0;
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s16 Top_MM_Margin = 0;
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s16 Left_MM_Margin = 0;
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s16 Right_MM_Margin = 0;
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s16 Bottom_MM_Margin = 0;
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void Map_SavePlayerInitialInfo(GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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@ -604,11 +609,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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tempX = player->actor.world.pos.x;
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tempZ = player->actor.world.pos.z;
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tempX = player->actor.world.pos.x+Right_MM_Margin;
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tempZ = player->actor.world.pos.z+Bottom_MM_Margin;
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tempX /= R_COMPASS_SCALE_X;
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tempZ /= R_COMPASS_SCALE_Y;
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Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X + tempX) / 10.0f), (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X+(Right_MM_Margin*10) + tempX) / 10.0f), (R_COMPASS_OFFSET_Y+((Bottom_MM_Margin*10)*-1) - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
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Matrix_RotateX(-1.6f, MTXMODE_APPLY);
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tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
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@ -619,11 +624,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
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gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
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tempX = sPlayerInitialPosX;
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tempZ = sPlayerInitialPosZ;
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tempX = sPlayerInitialPosX+Right_MM_Margin;
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tempZ = sPlayerInitialPosZ+Bottom_MM_Margin;
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tempX /= R_COMPASS_SCALE_X;
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tempZ /= R_COMPASS_SCALE_Y;
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Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X + tempX) / 10.0f), (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X+(Right_MM_Margin*10) + tempX) / 10.0f), (R_COMPASS_OFFSET_Y+((Bottom_MM_Margin*10)*-1) - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
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Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
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Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
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Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
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@ -673,10 +678,11 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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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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const s16 dgnMiniMapX = OTRGetRectDimensionFromRightEdge(R_DGN_MINIMAP_X);
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const s16 dgnMiniMapX = OTRGetRectDimensionFromRightEdge(R_DGN_MINIMAP_X + Right_MM_Margin);
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const s16 dgnMiniMapY = R_DGN_MINIMAP_Y + Bottom_MM_Margin;
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gSPWideTextureRectangle(OVERLAY_DISP++, dgnMiniMapX << 2, R_DGN_MINIMAP_Y << 2,
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(dgnMiniMapX + 96) << 2, (R_DGN_MINIMAP_Y + 85) << 2, G_TX_RENDERTILE,
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gSPWideTextureRectangle(OVERLAY_DISP++, dgnMiniMapX << 2, dgnMiniMapY << 2,
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(dgnMiniMapX + 96) << 2, (dgnMiniMapY + 85) << 2, G_TX_RENDERTILE,
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0, 0, 1 << 10, 1 << 10);
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}
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@ -734,35 +740,41 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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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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const s16 oWMiniMapX = OTRGetRectDimensionFromRightEdge(R_OW_MINIMAP_X);
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const s16 oWMiniMapX = OTRGetRectDimensionFromRightEdge(R_OW_MINIMAP_X + Right_MM_Margin);
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const s16 oWMiniMapY = R_OW_MINIMAP_Y + Bottom_MM_Margin;
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gSPWideTextureRectangle(OVERLAY_DISP++, oWMiniMapX << 2, R_OW_MINIMAP_Y << 2,
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gSPWideTextureRectangle(OVERLAY_DISP++, oWMiniMapX << 2, oWMiniMapY << 2,
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(oWMiniMapX + gMapData->owMinimapWidth[mapIndex]) << 2,
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(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
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(oWMiniMapY + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
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0, 1 << 10, 1 << 10);
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if (CVar_GetS32("gHudColors", 1) != 2) {//This need to be added else it will color dungeon entrance icon too. (it re-init prim color to default color)
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2), interfaceCtx->minimapAlpha);
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}
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if (((globalCtx->sceneNum != SCENE_SPOT01) && (globalCtx->sceneNum != SCENE_SPOT04) &&
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(globalCtx->sceneNum != SCENE_SPOT08)) ||
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(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
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if ((gMapData->owEntranceFlag[sEntranceIconMapIndex] == 0xFFFF) ||
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((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
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(gSaveContext.infTable[26] & gBitFlags[gMapData->owEntranceFlag[mapIndex]]))) {
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if (((globalCtx->sceneNum != SCENE_SPOT01) && (globalCtx->sceneNum != SCENE_SPOT04) && (globalCtx->sceneNum != SCENE_SPOT08)) || (LINK_AGE_IN_YEARS != YEARS_ADULT)) {
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s16 IconSize = 8;
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s16 PosX = gMapData->owEntranceIconPosX[sEntranceIconMapIndex]+Right_MM_Margin;
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s16 PosY = gMapData->owEntranceIconPosY[sEntranceIconMapIndex]+Bottom_MM_Margin;
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if (CVar_GetS32("gFixDungeonMinimapIcon", 1) != 0){ //gFixDungeonMinimapIcon fix both Y position of visible icon and hide these non needed.
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PosY = PosY+1024; //No idea why and how Original value work but this does actually fix them all.
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}
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s16 TopLeftX = OTRGetRectDimensionFromRightEdge(PosX) << 2;
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s16 TopLeftY = PosY << 2;
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s16 TopLeftW = OTRGetRectDimensionFromRightEdge(PosX + IconSize) << 2;
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s16 TopLeftH = (PosY + IconSize) << 2;
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if ((gMapData->owEntranceFlag[sEntranceIconMapIndex] == 0xFFFF) || ((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) && (gSaveContext.infTable[26] & gBitFlags[gMapData->owEntranceFlag[mapIndex]]))) {
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if (gMapData->owEntranceIconPosY[sEntranceIconMapIndex] << 2 != 0 && CVar_GetS32("gFixDungeonMinimapIcon", 1) != 0){
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gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b,
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IconSize, IconSize, 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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gSPWideTextureRectangle(OVERLAY_DISP++, TopLeftX, TopLeftY, TopLeftW, TopLeftH, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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}
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} else if (CVar_GetS32("gAlwaysShowDungeonMinimapIcon", 0) != 0){ //Ability to show entrance Before beating the dungeon itself
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gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b,
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8, 8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
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IconSize, IconSize, 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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gSPWideTextureRectangle(OVERLAY_DISP++,
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OTRGetRectDimensionFromLeftEdge(gMapData->owEntranceIconPosX[sEntranceIconMapIndex]) << 2,
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gMapData->owEntranceIconPosY[sEntranceIconMapIndex] << 2,
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OTRGetRectDimensionFromLeftEdge(gMapData->owEntranceIconPosX[sEntranceIconMapIndex] + 8) << 2,
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(gMapData->owEntranceIconPosY[sEntranceIconMapIndex] + 8) << 2,
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G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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gSPWideTextureRectangle(OVERLAY_DISP++, TopLeftX, TopLeftY, TopLeftW, TopLeftH, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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}
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}
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@ -808,7 +820,19 @@ void Map_Update(GlobalContext* globalCtx) {
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InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
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s16 floor;
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s16 i;
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if (CVar_GetS32("gHUDMargins", 0) != 0) {
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Top_MM_Margin = CVar_GetS32("gHUDMargin_T", 0);
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Left_MM_Margin = CVar_GetS32("gHUDMargin_L", 0);
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Right_MM_Margin = CVar_GetS32("gHUDMargin_R", 0);
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Bottom_MM_Margin = CVar_GetS32("gHUDMargin_B", 0);
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} else {
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Top_MM_Margin = 0;
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Left_MM_Margin = 0;
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Right_MM_Margin = 0;
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Bottom_MM_Margin = 0;
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}
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0)) {
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switch (globalCtx->sceneNum) {
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case SCENE_YDAN:
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