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Boss title fixes.
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444026038e
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@ -1009,6 +1009,9 @@ 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 +1025,49 @@ 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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/* A more elegant way should be made but this one actually work fine.
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I tried every single bosses in both English/French and German.
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Zone name should not be affected by this changes.
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I do not see any zone name with these dimensions. */
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if (gSaveContext.language == LANGUAGE_GER && titleCtx->height == 40 && titleCtx->width == 128) {
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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 && titleCtx->height == 40 && titleCtx->width == 128) {
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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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} else { //Fall back to English value.
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textureLanguageOffset = 0;
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shiftTopY = 0;
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shiftBottomY = 0x1000;
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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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