mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-02 08:35:08 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
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* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
66 lines
1.5 KiB
C
66 lines
1.5 KiB
C
#include "global.h"
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#include "vt.h"
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void func_80092320(PreNMIContext* this) {
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this->state.running = false;
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this->state.init = NULL;
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this->state.size = 0;
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}
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void PreNMI_Update(PreNMIContext* this) {
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osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_move\n" VT_RST);
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// Strings existing only in rodata
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if (0) {
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osSyncPrintf(__FILE__);
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osSyncPrintf("(int)volume = %d\n");
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}
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if (this->timer == 0) {
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ViConfig_UpdateVi(1);
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func_80092320(this);
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return;
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}
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this->timer--;
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}
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void PreNMI_Draw(PreNMIContext* this) {
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GraphicsContext* gfxCtx = this->state.gfxCtx;
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osSyncPrintf(VT_COL(YELLOW, BLACK) "prenmi_draw\n" VT_RST);
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OPEN_DISPS(gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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func_80095248(gfxCtx, 0, 0, 0);
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func_800940B0(gfxCtx);
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gDPSetFillColor(POLY_OPA_DISP++, (GPACK_RGBA5551(255, 255, 255, 1) << 16) | GPACK_RGBA5551(255, 255, 255, 1));
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gDPFillRectangle(POLY_OPA_DISP++, 0, this->timer + 100, SCREEN_WIDTH - 1, this->timer + 100);
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CLOSE_DISPS(gfxCtx);
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}
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void PreNMI_Main(GameState* thisx) {
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PreNMIContext* this = (PreNMIContext*)thisx;
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PreNMI_Update(this);
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PreNMI_Draw(this);
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this->state.unk_A0 = 1;
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}
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void PreNMI_Destroy(GameState* thisx) {
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}
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void PreNMI_Init(GameState* thisx) {
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PreNMIContext* this = (PreNMIContext*)thisx;
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this->state.main = PreNMI_Main;
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this->state.destroy = PreNMI_Destroy;
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this->timer = 30;
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this->unk_A8 = 10;
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R_UPDATE_RATE = 1;
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}
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