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fix mq dungeons crashing by not using mq textures (#2764)
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3f896f126f
commit
dac90bb9eb
@ -1006,7 +1006,7 @@ void func_800995DC(PlayState* play) {
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{ s32 pad; }
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{ s32 pad; }
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A2F8[gSaveContext.nightFlag]));
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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@ -1046,8 +1046,8 @@ void func_80099878(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(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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gSPSegmentLoadRes(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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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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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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(gameplayFrames * 1) % 128, 64, 32));
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@ -1323,7 +1323,7 @@ void func_8009B0FC(PlayState* play) {
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spAC = play->roomCtx.unk_74[1] & 0xFF;
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spAC = play->roomCtx.unk_74[1] & 0xFF;
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gameplayFrames = play->gameplayFrames;
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_8012A330[gSaveContext.nightFlag]));
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if (spB0 == 1) {
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if (spB0 == 1) {
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gSPSegment(POLY_OPA_DISP++, 0x08,
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gSPSegment(POLY_OPA_DISP++, 0x08,
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@ -1548,7 +1548,7 @@ void func_8009C3EC(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sIceCavernEntranceTextures[gSaveContext.nightFlag]));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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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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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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32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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@ -1650,7 +1650,7 @@ void func_8009CC00(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sGTGEntranceTextures[gSaveContext.nightFlag]));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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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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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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32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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@ -1823,7 +1823,7 @@ void func_8009D758(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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gameplayFrames = play->gameplayFrames;
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gameplayFrames = play->gameplayFrames;
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sForestTempleEntranceTextures[gSaveContext.nightFlag]));
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gSPSegment(POLY_XLU_DISP++, 0x09,
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
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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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32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
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@ -1853,7 +1853,7 @@ void func_8009D974(PlayState* play) {
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{ s32 pad[2]; }
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{ s32 pad[2]; }
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
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gSPSegmentLoadRes(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSpiritTempleEntranceTextures[gSaveContext.nightFlag]));
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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