diff --git a/soh/src/code/z_scene_table.c b/soh/src/code/z_scene_table.c index 33e58dbd0..c9df5f30a 100644 --- a/soh/src/code/z_scene_table.c +++ b/soh/src/code/z_scene_table.c @@ -1006,7 +1006,7 @@ void func_800995DC(PlayState* play) { { s32 pad; } - gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag])); + gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag])); CLOSE_DISPS(play->state.gfxCtx); } @@ -1046,8 +1046,8 @@ void func_80099878(PlayState* play) { OPEN_DISPS(play->state.gfxCtx); gameplayFrames = play->gameplayFrames; - gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag])); - gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1])); + gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag])); + gSPSegmentLoadRes(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1])); gSPSegment(POLY_XLU_DISP++, 0x09, Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0, (gameplayFrames * 1) % 128, 64, 32)); @@ -1323,7 +1323,7 @@ void func_8009B0FC(PlayState* play) { spAC = play->roomCtx.unk_74[1] & 0xFF; gameplayFrames = play->gameplayFrames; - gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag])); + gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag])); if (spB0 == 1) { gSPSegment(POLY_OPA_DISP++, 0x08, @@ -1548,7 +1548,7 @@ void func_8009C3EC(PlayState* play) { OPEN_DISPS(play->state.gfxCtx); gameplayFrames = play->gameplayFrames; - gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag])); + gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[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)); @@ -1650,7 +1650,7 @@ void func_8009CC00(PlayState* play) { OPEN_DISPS(play->state.gfxCtx); gameplayFrames = play->gameplayFrames; - gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag])); + gSPSegmentLoadRes(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)); @@ -1823,7 +1823,7 @@ void func_8009D758(PlayState* play) { OPEN_DISPS(play->state.gfxCtx); gameplayFrames = play->gameplayFrames; - gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag])); + gSPSegmentLoadRes(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 +1853,7 @@ void func_8009D974(PlayState* play) { { s32 pad[2]; } - gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag])); + gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag])); CLOSE_DISPS(play->state.gfxCtx); }