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fix cobra statue shadow and small doc updates (#2666)
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@ -268,7 +268,7 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
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Vec3f spD4;
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Vec3f spC8;
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Vec3f spBC;
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u8* temp_s2;
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u8* shadowTex;
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s32 temp_x;
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s32 temp_z;
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s32 x;
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@ -279,8 +279,8 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
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s32 l;
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s16 rotY;
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temp_s2 = ALIGN16((uintptr_t)(&this->shadowTexture));
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memset(temp_s2, 0, 0x1000);
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shadowTex = COBRA_SHADOW_TEX_PTR(this);
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memset(shadowTex, 0, COBRA_SHADOW_TEX_SIZE);
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Matrix_RotateX((M_PI / 4), MTXMODE_NEW);
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rotY = !(this->dyna.actor.params & 3) ? (this->dyna.actor.shape.rot.y + 0x4000)
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@ -307,7 +307,7 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
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for (l = 0; l < 11; l++) {
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temp_x = x - 5 + l;
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if (!(temp_x & ~0x3F)) {
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temp_s2[temp_z + temp_x] |= D_8089731C[k][l];
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shadowTex[temp_z + temp_x] |= D_8089731C[k][l];
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}
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}
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}
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@ -334,7 +334,7 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
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for (l = 0; l < 3; l++) {
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temp_x = x - 1 + l;
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if (!(temp_x & ~0x3F)) {
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temp_s2[temp_z + temp_x] |= D_80897398[k][l];
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shadowTex[temp_z + temp_x] |= D_80897398[k][l];
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}
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}
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}
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@ -343,13 +343,13 @@ void BgJyaCobra_UpdateShadowFromSide(BgJyaCobra* this) {
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}
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for (i = 0; i < 0x40; i++) {
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temp_s2[0 * 0x40 + i] = 0;
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temp_s2[0x3F * 0x40 + i] = 0;
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shadowTex[0 * 0x40 + i] = 0;
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shadowTex[0x3F * 0x40 + i] = 0;
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}
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for (j = 1; j < 0x3F; j++) {
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temp_s2[j * 0x40 + 0] = 0;
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temp_s2[j * 0x40 + 0x3F] = 0;
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shadowTex[j * 0x40 + 0] = 0;
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shadowTex[j * 0x40 + 0x3F] = 0;
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}
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if (D_80897398[0][0]) {}
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}
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@ -363,15 +363,15 @@ void BgJyaCobra_UpdateShadowFromTop(BgJyaCobra* this) {
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s32 j;
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s32 i_copy;
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s32 counter;
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u8* temp_s0;
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u8* shadowTex;
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u8* sp40;
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for (i = 0; i < 0x40; i++) {
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sp58[i] = SQ(i - 31.5f);
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}
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sp40 = temp_s0 = (u8*)ALIGN16((uintptr_t)(&this->shadowTexture));
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memset(temp_s0, 0, 0x1000);
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sp40 = shadowTex = COBRA_SHADOW_TEX_PTR(this);
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memset(shadowTex, 0, COBRA_SHADOW_TEX_SIZE);
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for (i = 0; i != 0x40; i++) {
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f32 temp_f12 = sp58[i];
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@ -388,12 +388,12 @@ void BgJyaCobra_UpdateShadowFromTop(BgJyaCobra* this) {
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for (i_copy = 0x780, counter = 0; counter < 4; counter++, i_copy += 0x40) {
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i = i_copy;
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for (j = 4; j < 0x3C; j++) {
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if (temp_s0[i_copy + j] < D_80897518[counter]) {
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temp_s0[i_copy + j] = D_80897518[counter];
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if (shadowTex[i_copy + j] < D_80897518[counter]) {
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shadowTex[i_copy + j] = D_80897518[counter];
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}
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}
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temp_s0[i + 0x3C] = 0x20;
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temp_s0[i + 0x3] = 0x20;
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shadowTex[i + 0x3C] = 0x20;
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shadowTex[i + 0x3] = 0x20;
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}
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}
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@ -422,7 +422,7 @@ void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
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// "(jya cobra)"
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osSyncPrintf("(jya コブラ)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n", this->dyna.actor.params, this,
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&this->shadowTexture, ALIGN16((s32)(&this->shadowTexture)));
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&this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this));
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}
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void BgJyaCobra_Destroy(Actor* thisx, PlayState* play) {
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@ -452,7 +452,7 @@ void func_80896950(BgJyaCobra* this, PlayState* play) {
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if (fabsf(this->dyna.unk_150) > 0.001f) {
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this->dyna.unk_150 = 0.0f;
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player->stateFlags2 &= ~0x10;
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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}
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}
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@ -494,7 +494,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play) {
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if (Math_ScaledStepToS(&this->unk_170, this->unk_16A * 0x2000, this->unk_16E)) {
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this->unk_16C = (this->unk_16C + this->unk_16A) & 7;
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player->stateFlags2 &= ~0x10;
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player->stateFlags2 &= ~PLAYER_STATE2_4;
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this->dyna.unk_150 = 0.0f;
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func_80896918(this, play);
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} else {
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@ -502,7 +502,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play) {
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(this->unk_16C * 0x2000) + this->dyna.actor.home.rot.y + this->unk_170;
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}
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if (player->stateFlags2 & 0x10) {
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if (player->stateFlags2 & PLAYER_STATE2_4) {
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if (this->unk_172) {
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func_80895BEC(this, play);
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}
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@ -585,6 +585,11 @@ void BgJyaCobra_DrawShadow(BgJyaCobra* this, PlayState* play) {
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Math_Vec3f_Copy(&sp64, &this->dyna.actor.world.pos);
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}
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// Fixes cobra statue shadow texture not updating when rotating it
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if (this->actionFunc == func_80896ABC) {
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gSPInvalidateTexCache(POLY_XLU_DISP++, COBRA_SHADOW_TEX_PTR(this));
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}
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Matrix_SetTranslateRotateYXZ(sp64.x, sp64.y, sp64.z, phi_a3);
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Matrix_Scale(D_80897548[params].x, D_80897548[params].y, D_80897548[params].z, MTXMODE_APPLY);
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@ -594,9 +599,9 @@ void BgJyaCobra_DrawShadow(BgJyaCobra* this, PlayState* play) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPLoadTextureBlock(POLY_XLU_DISP++, ALIGN16((uintptr_t)(&this->shadowTexture)), G_IM_FMT_I, G_IM_SIZ_8b, 0x40, 0x40, 0,
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
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G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_XLU_DISP++, COBRA_SHADOW_TEX_PTR(this), G_IM_FMT_I, G_IM_SIZ_8b, COBRA_SHADOW_TEX_WIDTH,
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COBRA_SHADOW_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPDisplayList(POLY_XLU_DISP++, sShadowDL);
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@ -8,6 +8,11 @@ struct BgJyaCobra;
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typedef void (*BgJyaCobraActionFunc)(struct BgJyaCobra*, PlayState*);
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#define COBRA_SHADOW_TEX_WIDTH 64
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#define COBRA_SHADOW_TEX_HEIGHT 64
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#define COBRA_SHADOW_TEX_SIZE (COBRA_SHADOW_TEX_WIDTH * COBRA_SHADOW_TEX_HEIGHT * G_IM_SIZ_8b_BYTES)
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#define COBRA_SHADOW_TEX_PTR(this) (u8*)ALIGN16((uintptr_t)&(this)->shadowTextureBuffer)
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typedef struct BgJyaCobra {
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/* 0x0000 */ DynaPolyActor dyna;
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/* 0x0164 */ BgJyaCobraActionFunc actionFunc;
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@ -21,7 +26,7 @@ typedef struct BgJyaCobra {
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/* 0x0180 */ Vec3f unk_180;
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/* 0x018C */ f32 unk_18C;
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/* 0x0190 */ f32 unk_190;
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/* 0x0194 */ u8 shadowTexture[0x1010];
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/* 0x0194 */ u8 shadowTextureBuffer[COBRA_SHADOW_TEX_SIZE / sizeof(u8) + 0xF]; // Extra space to allow aligning actual texture to 0x10
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} BgJyaCobra; // size = 0x11A4
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#endif
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