mirror of https://github.com/zeldaret/mm.git
[Doc] small, names for mayor dotour's eye and eyebrow textures (#1220)
* some naming and tlut assignments to dt eye textures * update dotour overlays with new texture names * critical formatting fix
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@ -28,8 +28,8 @@
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<Texture Name="object_dt_Tex_0071D0" OutName="tex_0071D0" Format="ci8" Width="8" Height="8" Offset="0x71D0" />
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<Texture Name="object_dt_Tex_007210" OutName="tex_007210" Format="rgba16" Width="8" Height="16" Offset="0x7210" />
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<Texture Name="object_dt_Tex_007310" OutName="tex_007310" Format="ci8" Width="8" Height="8" Offset="0x7310" />
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<Texture Name="object_dt_Tex_007350" OutName="tex_007350" Format="ci8" Width="32" Height="32" Offset="0x7350" />
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<Texture Name="object_dt_Tex_007750" OutName="tex_007750" Format="ci8" Width="16" Height="16" Offset="0x7750" />
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<Texture Name="gDotourEyeShockTex" OutName="dotour_eye_shock" Format="ci8" Width="32" Height="32" Offset="0x7350" TlutOffset="0x6C50" />
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<Texture Name="gDotourEyebrowHighTex" OutName="dotour_eyebrow_high" Format="ci8" Width="16" Height="16" Offset="0x7750" TlutOffset="0x6E50" />
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<Texture Name="object_dt_Tex_007850" OutName="tex_007850" Format="ci8" Width="32" Height="32" Offset="0x7850" />
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<Texture Name="object_dt_Tex_007C50" OutName="tex_007C50" Format="ci8" Width="16" Height="16" Offset="0x7C50" />
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<Texture Name="object_dt_Tex_007D50" OutName="tex_007D50" Format="ci8" Width="32" Height="32" Offset="0x7D50" />
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@ -37,15 +37,15 @@
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<Texture Name="object_dt_Tex_008190" OutName="tex_008190" Format="ci8" Width="32" Height="16" Offset="0x8190" />
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<Texture Name="object_dt_Tex_008390" OutName="tex_008390" Format="rgba16" Width="32" Height="64" Offset="0x8390" />
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<Texture Name="object_dt_Tex_009390" OutName="tex_009390" Format="rgba16" Width="16" Height="16" Offset="0x9390" />
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<Texture Name="object_dt_Tex_009590" OutName="tex_009590" Format="ci8" Width="32" Height="32" Offset="0x9590" />
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<Texture Name="gDotourEyeOpenTex" OutName="dotour_eye_open" Format="ci8" Width="32" Height="32" Offset="0x9590" TlutOffset="0x6C50" />
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<Texture Name="object_dt_Tex_009990" OutName="tex_009990" Format="rgba16" Width="16" Height="32" Offset="0x9990" />
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<Texture Name="object_dt_Tex_009D90" OutName="tex_009D90" Format="rgba16" Width="16" Height="16" Offset="0x9D90" />
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<Texture Name="object_dt_Tex_009F90" OutName="tex_009F90" Format="ci8" Width="32" Height="32" Offset="0x9F90" />
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<Texture Name="object_dt_Tex_00A390" OutName="tex_00A390" Format="ci8" Width="16" Height="16" Offset="0xA390" />
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<Texture Name="object_dt_Tex_00A490" OutName="tex_00A490" Format="ci8" Width="16" Height="16" Offset="0xA490" />
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<Texture Name="gDotourEyeClosedTex" OutName="dotour_eye_closed" Format="ci8" Width="32" Height="32" Offset="0x9F90" TlutOffset="0x6C50" />
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<Texture Name="gDotourEyebrowMidTex" OutName="dotour_eyebrow_mid" Format="ci8" Width="16" Height="16" Offset="0xA390" TlutOffset="0x6E50" />
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<Texture Name="gDotourEyebrowLowTex" OutName="dotour_eyebrow_low" Format="ci8" Width="16" Height="16" Offset="0xA490" TlutOffset="0x6E50" />
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<Texture Name="object_dt_Tex_00A590" OutName="tex_00A590" Format="rgba16" Width="16" Height="16" Offset="0xA590" />
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<Texture Name="object_dt_Tex_00A790" OutName="tex_00A790" Format="ci8" Width="32" Height="32" Offset="0xA790" />
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<Texture Name="object_dt_Tex_00AB90" OutName="tex_00AB90" Format="ci8" Width="32" Height="32" Offset="0xAB90" />
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<Texture Name="gDotourEyeLookDownTex" OutName="dotour_eye_look_down" Format="ci8" Width="32" Height="32" Offset="0xA790" TlutOffset="0x6C50" />
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<Texture Name="gDotourEyeSquintTex" OutName="dotour_eye_squint" Format="ci8" Width="32" Height="32" Offset="0xAB90" TlutOffset="0x6C50" />
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<TextureAnimation Name="object_dt_Matanimheader_00AFDC" Offset="0xAFDC" />
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<Limb Name="object_dt_Standardlimb_00AFEC" Type="Standard" EnumName="OBJECT_DT_LIMB_01" Offset="0xAFEC" />
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<Limb Name="object_dt_Standardlimb_00AFF8" Type="Standard" EnumName="OBJECT_DT_LIMB_02" Offset="0xAFF8" />
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@ -71,13 +71,13 @@ void EnEndingHero_Update(Actor* thisx, PlayState* play) {
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Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 50.0f, 0x1D);
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}
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static TexturePtr D_80C1E970[] = {
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object_dt_Tex_007350, object_dt_Tex_009590, object_dt_Tex_009F90, object_dt_Tex_00A790, object_dt_Tex_00AB90,
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static TexturePtr sEyeTextures[] = {
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gDotourEyeShockTex, gDotourEyeOpenTex, gDotourEyeClosedTex, gDotourEyeLookDownTex, gDotourEyeSquintTex,
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};
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static TexturePtr D_80C1E984[] = {
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object_dt_Tex_007750,
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object_dt_Tex_00A390,
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object_dt_Tex_00A490,
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static TexturePtr sEyebrowTextures[] = {
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gDotourEyebrowHighTex,
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gDotourEyebrowMidTex,
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gDotourEyebrowLowTex,
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};
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void EnEndingHero_Draw(Actor* thisx, PlayState* play) {
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@ -88,13 +88,13 @@ void EnEndingHero_Draw(Actor* thisx, PlayState* play) {
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func_8012C28C(play->state.gfxCtx);
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func_8012C2DC(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C1E970[this->unk242]));
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->unk242]));
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if (this->unk242 < 3) {
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index = this->unk242;
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}
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gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C1E984[index]));
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gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyebrowTextures[index]));
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
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NULL, &this->actor);
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@ -121,9 +121,9 @@ void EnEndingHero6_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
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}
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void EnEndingHero6_Draw(Actor* thisx, PlayState* play) {
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static TexturePtr D_80C24280[] = { object_dt_Tex_007350, object_dt_Tex_009590, object_dt_Tex_009F90,
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object_dt_Tex_00A790, object_dt_Tex_00AB90 };
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static TexturePtr D_80C24294[] = { object_dt_Tex_007750, object_dt_Tex_00A390, object_dt_Tex_00A490 };
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static TexturePtr sEyeTextures[] = { gDotourEyeShockTex, gDotourEyeOpenTex, gDotourEyeClosedTex,
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gDotourEyeLookDownTex, gDotourEyeSquintTex };
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static TexturePtr sEyebrowTextures[] = { gDotourEyebrowHighTex, gDotourEyebrowMidTex, gDotourEyebrowLowTex };
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s32 pad;
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EnEndingHero6* this = THIS;
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s32 index = 0;
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@ -156,13 +156,13 @@ void EnEndingHero6_Draw(Actor* thisx, PlayState* play) {
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}
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if (this->npcIndex == 0) {
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_80C24280[this->eyeState]));
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sEyeTextures[this->eyeState]));
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if (this->eyeState < 3) {
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index = this->eyeState;
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}
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gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(D_80C24294[index]));
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gSPSegment(POLY_OPA_DISP++, 0x09, Lib_SegmentedToVirtual(sEyebrowTextures[index]));
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}
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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