mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-23 00:28:51 -05:00
fix for day/night textures (#2853)
* hacky fix for deku tree entrance * lonlon windows * only hack in one place instead of everywhere * dehack deku * goron city entrance * gerudo cell, zd entrance * kak windows * fix pot house * back to the hacks * back back * space * globals * just hack it together to fix em all --------- Co-authored-by: briaguya <briaguya@alice>
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195
soh/soh/mq_asset_hacks.h
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195
soh/soh/mq_asset_hacks.h
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@ -0,0 +1,195 @@
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#ifndef MQ_ASSET_HACKS_H
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#define MQ_ASSET_HACKS_H
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#include "align_asset_macro.h"
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#define dgYdanTex_00BA18_MQ "__OTR__scenes/mq/ydan_scene/gYdanTex_00BA18"
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static const ALIGN_ASSET(2) char gYdanTex_00BA18_MQ[] = dgYdanTex_00BA18_MQ;
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#define dgYdanTex_00CA18_MQ "__OTR__scenes/mq/ydan_scene/gYdanTex_00CA18"
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static const ALIGN_ASSET(2) char gYdanTex_00CA18_MQ[] = dgYdanTex_00CA18_MQ;
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void* D_8012A2F8_MQ[] = {
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gYdanTex_00BA18_MQ,
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gYdanTex_00CA18_MQ,
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};
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#define dgGoronCityNightEntranceTex_MQ "__OTR__scenes/mq/spot18_scene/gGoronCityNightEntranceTex"
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static const ALIGN_ASSET(2) char gGoronCityNightEntranceTex_MQ[] = dgGoronCityNightEntranceTex_MQ;
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#define dgGoronCityDayEntranceTex_MQ "__OTR__scenes/mq/spot18_scene/gGoronCityDayEntranceTex"
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static const ALIGN_ASSET(2) char gGoronCityDayEntranceTex_MQ[] = dgGoronCityDayEntranceTex_MQ;
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void* sGoronCityEntranceTextures_MQ[] = {
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gGoronCityDayEntranceTex_MQ,
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gGoronCityNightEntranceTex_MQ,
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};
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#define dgLonLonRanchDayWindowTex_MQ "__OTR__scenes/mq/spot20_scene/gLonLonRanchDayWindowTex"
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static const ALIGN_ASSET(2) char gLonLonRanchDayWindowTex_MQ[] = dgLonLonRanchDayWindowTex_MQ;
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#define dgLonLonRangeNightWindowsTex_MQ "__OTR__scenes/mq/spot20_scene/gLonLonRangeNightWindowsTex"
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static const ALIGN_ASSET(2) char gLonLonRangeNightWindowsTex_MQ[] = dgLonLonRangeNightWindowsTex_MQ;
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void* sLonLonRanchWindowTextures_MQ[] = {
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gLonLonRanchDayWindowTex_MQ,
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gLonLonRangeNightWindowsTex_MQ,
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};
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// walls of GF room where they throw you when you get caught
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#define dgSpot12_009678Tex_MQ "__OTR__scenes/mq/spot12_scene/gSpot12_009678Tex"
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static const ALIGN_ASSET(2) char gSpot12_009678Tex_MQ[] = dgSpot12_009678Tex_MQ;
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#define dgSpot12_00DE78Tex_MQ "__OTR__scenes/mq/spot12_scene/gSpot12_00DE78Tex"
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static const ALIGN_ASSET(2) char gSpot12_00DE78Tex_MQ[] = dgSpot12_00DE78Tex_MQ;
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void* D_8012A380_MQ[] = {
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gSpot12_009678Tex_MQ,
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gSpot12_00DE78Tex_MQ,
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};
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#define dgZorasDomainDayEntranceTex_MQ "__OTR__scenes/mq/spot07_scene/gZorasDomainDayEntranceTex"
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static const ALIGN_ASSET(2) char gZorasDomainDayEntranceTex_MQ[] = dgZorasDomainDayEntranceTex_MQ;
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#define dgZorasDomainNightEntranceTex_MQ "__OTR__scenes/mq/spot07_scene/gZorasDomainNightEntranceTex"
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static const ALIGN_ASSET(2) char gZorasDomainNightEntranceTex_MQ[] = dgZorasDomainNightEntranceTex_MQ;
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void* sZorasDomainEntranceTextures_MQ[] = {
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gZorasDomainDayEntranceTex_MQ,
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gZorasDomainNightEntranceTex_MQ,
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};
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#define dgKakarikoVillageDayWindowTex_MQ "__OTR__scenes/mq/spot01_scene/gKakarikoVillageDayWindowTex"
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static const ALIGN_ASSET(2) char gKakarikoVillageDayWindowTex_MQ[] = dgKakarikoVillageDayWindowTex_MQ;
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#define dgKakarikoVillageNightWindowTex_MQ "__OTR__scenes/mq/spot01_scene/gKakarikoVillageNightWindowTex"
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static const ALIGN_ASSET(2) char gKakarikoVillageNightWindowTex_MQ[] = dgKakarikoVillageNightWindowTex_MQ;
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void* sKakarikoWindowTextures_MQ[] = {
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gKakarikoVillageDayWindowTex_MQ,
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gKakarikoVillageNightWindowTex_MQ,
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};
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#define dgGuardHouseOutSideView2NightTex_MQ "__OTR__scenes/mq/miharigoya_scene/gGuardHouseOutSideView2NightTex"
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static const ALIGN_ASSET(2) char gGuardHouseOutSideView2NightTex_MQ[] = dgGuardHouseOutSideView2NightTex_MQ;
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#define dgGuardHouseOutSideView2DayTex_MQ "__OTR__scenes/mq/miharigoya_scene/gGuardHouseOutSideView2DayTex"
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static const ALIGN_ASSET(2) char gGuardHouseOutSideView2DayTex_MQ[] = dgGuardHouseOutSideView2DayTex_MQ;
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#define dgGuardHouseOutSideView1NightTex_MQ "__OTR__scenes/mq/miharigoya_scene/gGuardHouseOutSideView1NightTex"
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static const ALIGN_ASSET(2) char gGuardHouseOutSideView1NightTex_MQ[] = dgGuardHouseOutSideView1NightTex_MQ;
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#define dgGuardHouseOutSideView1DayTex_MQ "__OTR__scenes/mq/miharigoya_scene/gGuardHouseOutSideView1DayTex"
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static const ALIGN_ASSET(2) char gGuardHouseOutSideView1DayTex_MQ[] = dgGuardHouseOutSideView1DayTex_MQ;
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void* sGuardHouseView2Textures_MQ[] = {
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gGuardHouseOutSideView1DayTex_MQ,
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gGuardHouseOutSideView1NightTex_MQ,
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};
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void* sGuardHouseView1Textures_MQ[] = {
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gGuardHouseOutSideView2DayTex_MQ,
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gGuardHouseOutSideView2NightTex_MQ,
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};
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#define dgLonLonHouseDayEntranceTex_MQ "__OTR__scenes/mq/souko_scene/gLonLonHouseDayEntranceTex"
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static const ALIGN_ASSET(2) char gLonLonHouseDayEntranceTex_MQ[] = dgLonLonHouseDayEntranceTex_MQ;
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#define dgLonLonHouseNightEntranceTex_MQ "__OTR__scenes/mq/souko_scene/gLonLonHouseNightEntranceTex"
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static const ALIGN_ASSET(2) char gLonLonHouseNightEntranceTex_MQ[] = dgLonLonHouseNightEntranceTex_MQ;
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void* sLonLonHouseEntranceTextures_MQ[] = {
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gLonLonHouseDayEntranceTex_MQ,
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gLonLonHouseNightEntranceTex_MQ,
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};
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#define dgThievesHideoutNightEntranceTex_MQ "__OTR__scenes/mq/gerudoway_scene/gThievesHideoutNightEntranceTex"
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static const ALIGN_ASSET(2) char gThievesHideoutNightEntranceTex_MQ[] = dgThievesHideoutNightEntranceTex_MQ;
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#define dgThievesHideoutDayEntranceTex_MQ "__OTR__scenes/mq/gerudoway_scene/gThievesHideoutDayEntranceTex"
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static const ALIGN_ASSET(2) char gThievesHideoutDayEntranceTex_MQ[] = dgThievesHideoutDayEntranceTex_MQ;
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void* sThievesHideoutEntranceTextures_MQ[] = {
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gThievesHideoutDayEntranceTex_MQ,
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gThievesHideoutNightEntranceTex_MQ,
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};
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#define dgDCDayEntranceTex_MQ "__OTR__scenes/mq/ddan_scene/gDCDayEntranceTex"
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static const ALIGN_ASSET(2) char gDCDayEntranceTex_MQ[] = dgDCDayEntranceTex_MQ;
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#define dgDCNightEntranceTex_MQ "__OTR__scenes/mq/ddan_scene/gDCNightEntranceTex"
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static const ALIGN_ASSET(2) char gDCNightEntranceTex_MQ[] = dgDCNightEntranceTex_MQ;
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void* gDCEntranceTextures_MQ[] = {
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gDCDayEntranceTex_MQ,
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gDCNightEntranceTex_MQ,
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};
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#define dgDCLavaFloor1Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor1Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor1Tex_MQ[] = dgDCLavaFloor1Tex_MQ;
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#define dgDCLavaFloor2Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor2Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor2Tex_MQ[] = dgDCLavaFloor2Tex_MQ;
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#define dgDCLavaFloor3Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor3Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor3Tex_MQ[] = dgDCLavaFloor3Tex_MQ;
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#define dgDCLavaFloor4Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor4Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor4Tex_MQ[] = dgDCLavaFloor4Tex_MQ;
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#define dgDCLavaFloor5Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor5Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor5Tex_MQ[] = dgDCLavaFloor5Tex_MQ;
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#define dgDCLavaFloor6Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor6Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor6Tex_MQ[] = dgDCLavaFloor6Tex_MQ;
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#define dgDCLavaFloor7Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor7Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor7Tex_MQ[] = dgDCLavaFloor7Tex_MQ;
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#define dgDCLavaFloor8Tex_MQ "__OTR__scenes/mq/ddan_scene/gDCLavaFloor8Tex"
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static const ALIGN_ASSET(2) char gDCLavaFloor8Tex_MQ[] = dgDCLavaFloor8Tex_MQ;
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void* sDCLavaFloorTextures_MQ[] = {
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gDCLavaFloor1Tex_MQ, gDCLavaFloor2Tex_MQ, gDCLavaFloor3Tex_MQ, gDCLavaFloor4Tex_MQ,
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gDCLavaFloor5Tex_MQ, gDCLavaFloor6Tex_MQ, gDCLavaFloor7Tex_MQ, gDCLavaFloor8Tex_MQ,
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};
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#define dgWaterTempleDayEntranceTex_MQ "__OTR__scenes/mq/MIZUsin_scene/gWaterTempleDayEntranceTex"
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static const ALIGN_ASSET(2) char gWaterTempleDayEntranceTex_MQ[] = dgWaterTempleDayEntranceTex_MQ;
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#define dgWaterTempleNightEntranceTex_MQ "__OTR__scenes/mq/MIZUsin_scene/gWaterTempleNightEntranceTex"
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static const ALIGN_ASSET(2) char gWaterTempleNightEntranceTex_MQ[] = dgWaterTempleNightEntranceTex_MQ;
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void* D_8012A330_MQ[] = {
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gWaterTempleDayEntranceTex_MQ,
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gWaterTempleNightEntranceTex_MQ,
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};
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#define dgIceCavernNightEntranceTex_MQ "__OTR__scenes/mq/ice_doukutu_scene/gIceCavernNightEntranceTex"
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static const ALIGN_ASSET(2) char gIceCavernNightEntranceTex_MQ[] = dgIceCavernNightEntranceTex_MQ;
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#define dgIceCavernDayEntranceTex_MQ "__OTR__scenes/mq/ice_doukutu_scene/gIceCavernDayEntranceTex"
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static const ALIGN_ASSET(2) char gIceCavernDayEntranceTex_MQ[] = dgIceCavernDayEntranceTex_MQ;
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void* sIceCavernEntranceTextures_MQ[] = {
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gIceCavernDayEntranceTex_MQ,
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gIceCavernNightEntranceTex_MQ,
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};
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#define dgGTGDayEntranceTex_MQ "__OTR__scenes/mq/men_scene/gGTGDayEntranceTex"
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static const ALIGN_ASSET(2) char gGTGDayEntranceTex_MQ[] = dgGTGDayEntranceTex_MQ;
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#define dgGTGNightEntranceTex_MQ "__OTR__scenes/mq/men_scene/gGTGNightEntranceTex"
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static const ALIGN_ASSET(2) char gGTGNightEntranceTex_MQ[] = dgGTGNightEntranceTex_MQ;
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void* sGTGEntranceTextures_MQ[] = {
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gGTGDayEntranceTex_MQ,
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gGTGNightEntranceTex_MQ,
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};
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#define dgForestTempleDayEntranceTex_MQ "__OTR__scenes/mq/Bmori1_scene/gForestTempleDayEntranceTex"
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static const ALIGN_ASSET(2) char gForestTempleDayEntranceTex_MQ[] = dgForestTempleDayEntranceTex_MQ;
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#define dgForestTempleNightEntranceTex_MQ "__OTR__scenes/mq/Bmori1_scene/gForestTempleNightEntranceTex"
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static const ALIGN_ASSET(2) char gForestTempleNightEntranceTex_MQ[] = dgForestTempleNightEntranceTex_MQ;
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void* sForestTempleEntranceTextures_MQ[] = {
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gForestTempleDayEntranceTex_MQ,
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gForestTempleNightEntranceTex_MQ,
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};
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#define dgSpiritTempleDayEntranceTex_MQ "__OTR__scenes/mq/jyasinzou_scene/gSpiritTempleDayEntranceTex"
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static const ALIGN_ASSET(2) char gSpiritTempleDayEntranceTex_MQ[] = dgSpiritTempleDayEntranceTex_MQ;
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#define dgSpiritTempleNightEntranceTex_MQ "__OTR__scenes/mq/jyasinzou_scene/gSpiritTempleNightEntranceTex"
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static const ALIGN_ASSET(2) char gSpiritTempleNightEntranceTex_MQ[] = dgSpiritTempleNightEntranceTex_MQ;
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void* sSpiritTempleEntranceTextures_MQ[] = {
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gSpiritTempleDayEntranceTex_MQ,
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gSpiritTempleNightEntranceTex_MQ,
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};
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#endif
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@ -23,6 +23,7 @@
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#include "overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.h"
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#include "soh/mq_asset_hacks.h"
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#include "soh/Enhancements/randomizer/adult_trade_shuffle.h"
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#define ENTRANCE(scene, spawn, continueBgm, displayTitleCard, fadeIn, fadeOut) \
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@ -1006,7 +1007,11 @@ void func_800995DC(PlayState* play) {
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{ s32 pad; }
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gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
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if (ResourceMgr_IsGameMasterQuest()) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8_MQ[gSaveContext.nightFlag]));
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -1046,8 +1051,13 @@ void func_80099878(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
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if (ResourceMgr_IsGameMasterQuest()) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures_MQ[gSaveContext.nightFlag]));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures_MQ[(s32)(gameplayFrames & 14) >> 1]));
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag]));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
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}
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
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(gameplayFrames * 1) % 128, 64, 32));
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@ -1301,7 +1311,11 @@ void func_8009AFE0(PlayState* play) {
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{ s32 pad[2]; }
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sThievesHideoutEntranceTextures[gSaveContext.nightFlag]));
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if (ResourceMgr_IsGameMasterQuest()) {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sThievesHideoutEntranceTextures_MQ[gSaveContext.nightFlag]));
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} else {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sThievesHideoutEntranceTextures[gSaveContext.nightFlag]));
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -1323,7 +1337,11 @@ void func_8009B0FC(PlayState* play) {
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spAC = play->roomCtx.unk_74[1] & 0xFF;
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gameplayFrames = play->gameplayFrames;
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag]));
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if (ResourceMgr_IsGameMasterQuest()) {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330_MQ[gSaveContext.nightFlag]));
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} else {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag]));
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}
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if (spB0 == 1) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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@ -1548,7 +1566,11 @@ void func_8009C3EC(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
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if (ResourceMgr_IsGameMasterQuest()) {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures_MQ[gSaveContext.nightFlag]));
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} else {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
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}
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
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32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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@ -1650,7 +1672,11 @@ void func_8009CC00(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
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if (ResourceMgr_IsGameMasterQuest()) {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures_MQ[gSaveContext.nightFlag]));
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} else {
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
|
||||
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
@ -1746,7 +1772,11 @@ void func_8009D31C(PlayState* play) {
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLonLonHouseEntranceTextures[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLonLonHouseEntranceTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLonLonHouseEntranceTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
@ -1778,8 +1808,13 @@ void func_8009D438(PlayState* play) {
|
||||
var = gSaveContext.nightFlag;
|
||||
}
|
||||
|
||||
gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures[var]));
|
||||
gSPSegmentLoadRes(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures[var]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures_MQ[var]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures_MQ[var]));
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGuardHouseView1Textures[var]));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sGuardHouseView2Textures[var]));
|
||||
}
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
@ -1823,7 +1858,11 @@ void func_8009D758(PlayState* play) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
|
||||
gameplayFrames = play->gameplayFrames;
|
||||
gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09,
|
||||
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
|
||||
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
|
||||
@ -1853,7 +1892,11 @@ void func_8009D974(PlayState* play) {
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
@ -1915,7 +1958,11 @@ void func_8009DD5C(PlayState* play) {
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sKakarikoWindowTextures[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sKakarikoWindowTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sKakarikoWindowTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
@ -2050,8 +2097,12 @@ void func_8009E730(PlayState* play) {
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
||||
gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sZorasDomainEntranceTextures[gSaveContext.nightFlag]));
|
||||
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sZorasDomainEntranceTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sZorasDomainEntranceTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
@ -2172,6 +2223,7 @@ void func_8009F074(PlayState* play) {
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
|
||||
// walls of GF room where they throw you when you get caught
|
||||
void* D_8012A380[] = {
|
||||
gSpot12_009678Tex,
|
||||
gSpot12_00DE78Tex,
|
||||
@ -2183,7 +2235,11 @@ void func_8009F1B4(PlayState* play) {
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A380[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
}
|
||||
@ -2316,7 +2372,11 @@ void func_8009F9D0(PlayState* play) {
|
||||
gDPPipeSync(POLY_XLU_DISP++);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, 128, 128, 128, 128);
|
||||
|
||||
gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGoronCityEntranceTextures[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGoronCityEntranceTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGoronCityEntranceTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
@ -2334,7 +2394,11 @@ void func_8009FB74(PlayState* play) {
|
||||
|
||||
{ s32 pad[2]; }
|
||||
|
||||
gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLonLonRanchWindowTextures[gSaveContext.nightFlag]));
|
||||
if (ResourceMgr_IsGameMasterQuest()) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLonLonRanchWindowTextures_MQ[gSaveContext.nightFlag]));
|
||||
} else {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLonLonRanchWindowTextures[gSaveContext.nightFlag]));
|
||||
}
|
||||
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, 128);
|
||||
|
Loading…
Reference in New Issue
Block a user