fix mq dungeons crashing by not using mq textures (#2764)

This commit is contained in:
Adam Bird 2023-04-27 23:30:14 -04:00 committed by GitHub
parent 3f896f126f
commit dac90bb9eb
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GPG Key ID: 4AEE18F83AFDEB23

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@ -1006,7 +1006,7 @@ void func_800995DC(PlayState* play) {
{ s32 pad; } { 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); CLOSE_DISPS(play->state.gfxCtx);
} }
@ -1046,8 +1046,8 @@ void func_80099878(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx); OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames; gameplayFrames = play->gameplayFrames;
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDCEntranceTextures[gSaveContext.nightFlag])); gSPSegmentLoadRes(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++, 0x09, SEGMENTED_TO_VIRTUAL(sDCLavaFloorTextures[(s32)(gameplayFrames & 14) >> 1]));
gSPSegment(POLY_XLU_DISP++, 0x09, gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0, Gfx_TwoTexScroll(play->state.gfxCtx, 0, (gameplayFrames * 1) % 256, 0, 64, 32, 1, 0,
(gameplayFrames * 1) % 128, 64, 32)); (gameplayFrames * 1) % 128, 64, 32));
@ -1323,7 +1323,7 @@ void func_8009B0FC(PlayState* play) {
spAC = play->roomCtx.unk_74[1] & 0xFF; spAC = play->roomCtx.unk_74[1] & 0xFF;
gameplayFrames = play->gameplayFrames; 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) { if (spB0 == 1) {
gSPSegment(POLY_OPA_DISP++, 0x08, gSPSegment(POLY_OPA_DISP++, 0x08,
@ -1548,7 +1548,7 @@ void func_8009C3EC(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx); OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames; 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, gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32)); 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
@ -1650,7 +1650,7 @@ void func_8009CC00(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx); OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames; 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, gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32)); 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
@ -1823,7 +1823,7 @@ void func_8009D758(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx); OPEN_DISPS(play->state.gfxCtx);
gameplayFrames = play->gameplayFrames; 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, gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, Gfx_TwoTexScroll(play->state.gfxCtx, 0, 127 - gameplayFrames % 128, (gameplayFrames * 1) % 128, 32,
32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32)); 32, 1, gameplayFrames % 128, (gameplayFrames * 1) % 128, 32, 32));
@ -1853,7 +1853,7 @@ void func_8009D974(PlayState* play) {
{ s32 pad[2]; } { 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); CLOSE_DISPS(play->state.gfxCtx);
} }