`EnPoComposer` and `object_po_composer` further documented (#1833)

* PoComposer: some docs

* PoComposer: the rest of the object documented

* PoComposer: docs tweaked

* PoComposer: missing weekevent reg in a schedule file wasnt found by rename script

* PoComposer: document tweaks

* PoComposer: forgot the texture name
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Isghj 2025-12-06 12:03:15 -08:00 committed by GitHub
parent cc4a063e0c
commit 5898c3e2b0
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14 changed files with 142 additions and 119 deletions

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@ -22,9 +22,9 @@
<Texture Name="gPoeComposerSoulTex" OutName="composer_soul" Format="i8" Width="32" Height="64" Offset="0x3DC0" />
<!-- Display Lists -->
<DList Name="object_po_composer_DL_004600" Offset="0x4600" />
<DList Name="gPoeComposerSoulDL" Offset="0x4600" /> <!-- Unused, left over from OOT -->
<DList Name="gPoeComposerSharpHeadDL" Offset="0x6A70" />
<DList Name="object_po_composer_DL_006D80" Offset="0x6D80" />
<DList Name="gPoeComposerBatonDL" Offset="0x6D80" />
<DList Name="gPoeComposerLanternBaseDL" Offset="0x6E08" />
<DList Name="gPoeComposerLanternTopDL" Offset="0x6EA8" />
<DList Name="gPoeComposerLanternGlassDL" Offset="0x6F38" />
@ -32,18 +32,20 @@
<DList Name="gPoeComposerBurnDL" Offset="0x7BC0" />
<!-- Textures -->
<Texture Name="object_po_composer_Tex_007E80" OutName="tex_007E80" Format="rgba16" Width="16" Height="16" Offset="0x7E80" />
<Texture Name="object_po_composer_Tex_008080" OutName="tex_008080" Format="rgba16" Width="16" Height="16" Offset="0x8080" />
<Texture Name="object_po_composer_Tex_008280" OutName="tex_008280" Format="rgba16" Width="16" Height="16" Offset="0x8280" />
<Texture Name="object_po_composer_Tex_008480" OutName="tex_008480" Format="rgba16" Width="16" Height="16" Offset="0x8480" />
<Texture Name="object_po_composer_Tex_008680" OutName="tex_008680" Format="rgba16" Width="16" Height="32" Offset="0x8680" />
<Texture Name="object_po_composer_Tex_008A80" OutName="tex_008A80" Format="rgba16" Width="16" Height="16" Offset="0x8A80" />
<Texture Name="object_po_composer_Tex_008C80" OutName="tex_008C80" Format="rgba16" Width="16" Height="16" Offset="0x8C80" />
<Texture Name="object_po_composer_Tex_008E80" OutName="tex_008E80" Format="rgba16" Width="16" Height="16" Offset="0x8E80" />
<Texture Name="object_po_composer_Tex_009080" OutName="tex_009080" Format="rgba16" Width="16" Height="16" Offset="0x9080" />
<Texture Name="object_po_composer_Tex_009280" OutName="tex_009280" Format="rgba16" Width="16" Height="16" Offset="0x9280" />
<Texture Name="object_po_composer_Tex_009480" OutName="tex_009480" Format="rgba16" Width="16" Height="16" Offset="0x9480" />
<Texture Name="object_po_composer_Tex_009680" OutName="tex_009680" Format="rgba16" Width="16" Height="16" Offset="0x9680" />
<Texture Name="gPoeComposerArmTex" OutName="arm" Format="rgba16" Width="16" Height="16" Offset="0x7E80" />
<Texture Name="gPoeComposerLanternBaseTex" OutName="lantern_base" Format="rgba16" Width="16" Height="16" Offset="0x8080" />
<Texture Name="gPoeComposerCoatTex" OutName="coat" Format="rgba16" Width="16" Height="16" Offset="0x8280" /> <!-- Also used for Lantern top -->
<Texture Name="gPoeComposerLanternGlassTex" OutName="lantern_glass" Format="rgba16" Width="16" Height="16" Offset="0x8480" />
<Texture Name="gPoeComposerClothPaternTex" OutName="cloth" Format="rgba16" Width="16" Height="32" Offset="0x8680" /> <!-- And hat -->
<Texture Name="gPoeComposerEyeTex" OutName="eye" Format="rgba16" Width="16" Height="16" Offset="0x8A80" />
<!-- Sharp's hair curl is also smeared and re-used as flat's golden hair -->
<Texture Name="gPoeComposerSharpHairCurlTex" OutName="sharp_hair" Format="rgba16" Width="16" Height="16" Offset="0x8C80" />
<Texture Name="gPoeComposerMoustacheTex" OutName="moustache" Format="rgba16" Width="16" Height="16" Offset="0x8E80" />
<Texture Name="gPoeComposerHatEmblemSharpTex" OutName="hat_emblem_sharp" Format="rgba16" Width="16" Height="16" Offset="0x9080" />
<Texture Name="gPoeComposerHatEmblemFlatTex" OutName="hat_emblem_flat" Format="rgba16" Width="16" Height="16" Offset="0x9280" />
<!-- From OOT, can't fight them in this game -->
<Texture Name="gPoeComposerCharedBodyTex" OutName="chared_body" Format="rgba16" Width="16" Height="16" Offset="0x9480" />
<Texture Name="gPoeComposerBroachTex" OutName="broach" Format="rgba16" Width="16" Height="16" Offset="0x9680" />
<!-- Limbs -->
<Limb Name="gPoeComposerUpperBodyLimb" Type="Standard" EnumName="POE_COMPOSER_LIMB_UPPER_BODY" Offset="0x9880" />

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@ -744,8 +744,8 @@ typedef enum {
// Attempted Cremia Cart Ride
#define WEEKEVENTREG_14_01 PACK_WEEKEVENTREG_FLAG(14, 0x01)
#define WEEKEVENTREG_14_02 PACK_WEEKEVENTREG_FLAG(14, 0x02)
#define WEEKEVENTREG_14_04 PACK_WEEKEVENTREG_FLAG(14, 0x04)
#define WEEKEVENTREG_SHARP_HOSTILE_CONVERSATION PACK_WEEKEVENTREG_FLAG(14, 0x02)
#define WEEKEVENTREG_IKANA_SPRING_RESTORED PACK_WEEKEVENTREG_FLAG(14, 0x04)
#define WEEKEVENTREG_DRANK_CHATEAU_ROMANI PACK_WEEKEVENTREG_FLAG(14, 0x08)
#define WEEKEVENTREG_WON_DEKU_PLAYGROUND_DAY_1 PACK_WEEKEVENTREG_FLAG(14, 0x10)
#define WEEKEVENTREG_WON_DEKU_PLAYGROUND_DAY_2 PACK_WEEKEVENTREG_FLAG(14, 0x20)

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@ -51,7 +51,8 @@ void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
this->actionFunc = func_80BD71BC;
this->cueType = CS_CMD_ACTOR_CUE_516;
this->unk_160 = 1.0f;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04) || CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED) ||
CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE)) {
this->dyna.actor.draw = func_80BD7768;
this->actionFunc = func_80BD73D0;
play->envCtx.lightSettingOverride = 25;
@ -67,7 +68,7 @@ void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&object_iknv_obj_Colheader_012788, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
Actor_Kill(&this->dyna.actor);
}
break;
@ -78,7 +79,7 @@ void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&object_iknv_obj_Colheader_0117C8, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
this->unk_160 = 1.0f;
this->dyna.actor.world.pos.y += 68.0f;
} else {

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@ -127,7 +127,7 @@ s32 func_80BD7CEC(BgIknvObj* this) {
}
void BgIknvObj_UpdateWaterwheel(BgIknvObj* this, PlayState* play) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
this->dyna.actor.shape.rot.z -= 0x64;
Actor_PlaySeq_FlaggedMusicBoxHouse(&this->dyna.actor);
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_WOOD_WATER_WHEEL - SFX_FLAG);

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@ -406,7 +406,7 @@ sDoorSch_RomaniRanchBedroom {
sDoorSch_IkanaCanyonMusicBoxHouse {
not if_week_event_reg (WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE) {
not if_week_event_reg (WEEKEVENTREG_75_20) {
not if_week_event_reg (WEEKEVENTREG_14_04) {
not if_week_event_reg (WEEKEVENTREG_IKANA_SPRING_RESTORED) {
return_s (0x1D)
} else not if_week_event_reg (WEEKEVENTREG_59_01) {
if_week_event_reg (WEEKEVENTREG_61_02) {

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@ -224,7 +224,7 @@ void EnHgo_HandlePlayerChoice(EnHgo* this, PlayState* play) {
break;
case 0x1590:
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
Message_StartTextbox(play, 0x1591, &this->actor);
this->textId = 0x1591;
break;

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@ -1232,28 +1232,28 @@ void EnJso_TellHint(EnJso* this, PlayState* play) {
case EN_JSO_HINT_VARIABLE_1:
textId = 0x139D; // Hint about Pamela's family being in the house with the waterwheel
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
textId = 0x13A1; // Hint about using the Song of Healing on Pamela's father
}
break;
case EN_JSO_HINT_VARIABLE_2:
textId = 0x139E; // Hint about Pamela leaving her house to check something
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
textId = 0x13A2; // Hint about the well being connected to Ikana Castle
}
break;
case EN_JSO_HINT_VARIABLE_3:
textId = 0x139F; // Hint about restoring the river by going into Sharp's cave
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
textId = 0x13A3; // Hint about the Gibdos in the well wanting items
}
break;
case EN_JSO_HINT_VARIABLE_4:
textId = 0x13A0; // Hint about needing the Song of Storms to pacify Sharp
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
textId = 0x13A4; // Hint about the items the Gibdos want being in the well
}
break;

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@ -170,8 +170,9 @@ void EnPamera_Init(Actor* thisx, PlayState* play) {
func_80BD8588(this, play);
func_80BD8658(this);
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04) || CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE) ||
CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20) || (gSaveContext.save.entrance == ENTRANCE(IKANA_CANYON, 9))) {
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED) ||
CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE) || CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20) ||
(gSaveContext.save.entrance == ENTRANCE(IKANA_CANYON, 9))) {
Actor_Kill(&this->actor);
}
@ -593,7 +594,7 @@ void func_80BD9840(EnPamera* this, PlayState* play) {
func_80BD9E60(this);
func_80BD9904(this);
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
func_801A0204(NA_BGM_MUSIC_BOX_HOUSE);
} else {
func_801A0204(NA_BGM_INSIDE_A_HOUSE);
@ -898,7 +899,7 @@ void func_80BDA344(Actor* thisx, PlayState* play) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
play->roomCtx.unk7A[0]++;
}
}

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@ -30,7 +30,7 @@ void EnPoComposer_Roll(EnPoComposer* this, PlayState* play);
void EnPoComposer_SetupAwaitPlayer(EnPoComposer* this);
void EnPoComposer_SetupStartCutscene(EnPoComposer* this);
void EnPoComposer_SetupStartedCutscene(EnPoComposer* this);
void EnPoComposer_StepLightAlpha(EnPoComposer* this);
void EnPoComposer_StepMainAlpha(EnPoComposer* this);
ActorProfile En_Po_Composer_Profile = {
/**/ ACTOR_EN_PO_COMPOSER,
@ -93,6 +93,7 @@ static ColliderJntSphInit sJntSphInit = {
static CollisionCheckInfoInit sColChkInfoInit = { 4, 25, 50, 40 };
// Unused. Interesting that they had planned for a fight at some point, maybe flat?
static DamageTable sDamageTable = {
/* Deku Nut */ DMG_ENTRY(0, 0x0),
/* Deku Stick */ DMG_ENTRY(2, 0x0),
@ -120,7 +121,7 @@ static DamageTable sDamageTable = {
/* Zora punch */ DMG_ENTRY(4, 0x0),
/* Spin attack */ DMG_ENTRY(2, 0x0),
/* Sword beam */ DMG_ENTRY(2, 0x0),
/* Normal Roll */ DMG_ENTRY(8, 0x0),
/* Normal Roll */ DMG_ENTRY(8, 0x0), // 8 damage? on rolling?
/* UNK_DMG_0x1B */ DMG_ENTRY(4, 0x0),
/* UNK_DMG_0x1C */ DMG_ENTRY(0, 0x0),
/* Unblockable */ DMG_ENTRY(0, 0x0),
@ -161,9 +162,10 @@ static AnimationInfo sAnimationInfo[POE_COMPOSER_ANIM_MAX] = {
/* 12 */ { &gPoeComposerAttackAnim, 1.0f, 0.0f, 0.0f, ANIMMODE_LOOP, 0.0f },
};
static Color_RGBA8 sLightColorInit = { 255, 255, 210, 0 };
// also used for robe hem base color, but it gets overridden by sSharpClothingColor2 (bug?)
static Color_RGBA8 sEyeColor = { 255, 255, 210, 0 };
static Color_RGBA8 sEnvColorInit = { 0, 0, 0, 255 };
static Color_RGBA8 sLightColorInit = { 0, 0, 0, 255 };
static Color_RGBA8 sSharpClothingColor1 = { 75, 20, 25, 255 };
@ -195,27 +197,29 @@ void EnPoComposer_Init(Actor* thisx, PlayState* play) {
Lights_PointGlowSetInfo(&this->lightInfo, this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z,
255, 255, 255, 0);
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->eyeColor = sEyeColor;
this->lightColor = sLightColorInit;
this->envColor = sEnvColorInit;
this->cueId = POE_COMPOSER_CUEID_NONE;
if (POE_COMPOSER_IS_FLAT(&this->actor)) {
this->sharpCsNum = 0;
this->inCutscene = true;
EnPoComposer_SetupStartedCutscene(this);
} else if (POE_COMPOSER_4000(&this->actor)) {
} else if (POE_COMPOSER_SHARP_HEALED(&this->actor)) {
// Player spawned in the cave after music house river cutscene
if (gSaveContext.save.entrance != ENTRANCE(IKANA_CANYON, 10)) {
Actor_Kill(&this->actor);
return;
}
this->sharpCsNum = SHARP_CS_ENCOUNTER_FIRST;
this->sharpCsNum = SHARP_CS_ENCOUNTER_HEALED_TALK;
this->inCutscene = true;
EnPoComposer_SetupStartedCutscene(this);
} else {
} else { // Sharp (hostile)
s32 i;
s16 csId = this->actor.csId;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
Actor_Kill(&this->actor);
return;
}
@ -228,11 +232,12 @@ void EnPoComposer_Init(Actor* thisx, PlayState* play) {
csId = CutsceneManager_GetAdditionalCsId(csId);
}
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_02)) {
this->sharpCsNum = SHARP_CS_ENCOUNTER_OTHER;
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_SHARP_HOSTILE_CONVERSATION)) {
this->sharpCsNum = SHARP_CS_ENCOUNTER_AGRO_TALK;
} else {
this->sharpCsNum = SHARP_CS_ENCOUNTER_FIRST;
this->sharpCsNum = SHARP_CS_ENCOUNTER_HEALED_TALK;
}
this->inCutscene = false;
EnPoComposer_SetupAwaitPlayer(this);
}
@ -293,6 +298,7 @@ void EnPoComposer_PlayCurse(EnPoComposer* this, PlayState* play) {
// Damage the player every second
if (this->actionTimer == 20) {
// Quarter heart damage (4)
func_800B8D10(play, &this->actor, 0.0f, 0, 0.0f, 1, 4);
this->actionTimer = 0;
} else {
@ -417,7 +423,7 @@ void EnPoComposer_Roll(EnPoComposer* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_SHARP_REACTION);
Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, POE_COMPOSER_ANIM_ROLLING);
}
} else if (Animation_OnFrame(&this->skelAnime, 1.0f) && (this->lightColor.a > 32)) {
} else if (Animation_OnFrame(&this->skelAnime, 1.0f) && (this->eyeColor.a > 32)) {
if (this->csCueTimer == 1) {
Actor_PlaySfx(&this->actor, NA_SE_EN_LAST3_DEAD_WIND2_OLD);
this->csCueTimer = 2;
@ -429,7 +435,7 @@ void EnPoComposer_Roll(EnPoComposer* this, PlayState* play) {
}
void EnPoComposer_SharpCutsceneDone(EnPoComposer* this) {
SET_WEEKEVENTREG(WEEKEVENTREG_14_04);
SET_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED);
Actor_Kill(&this->actor);
}
@ -504,7 +510,7 @@ s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
Cutscene_ActorTranslate(&this->actor, play, cueChannel);
}
EnPoComposer_StepLightAlpha(this);
EnPoComposer_StepMainAlpha(this);
if ((this->sharpCsNum == SHARP_CS_SONG_STORMS) && (play->csCtx.curFrame == 204)) {
Audio_PlaySfx(NA_SE_SY_DIZZY_EFFECT);
@ -521,14 +527,14 @@ s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
if (POE_COMPOSER_IS_FLAT(&this->actor)) {
EnPoComposer_SetupStartedCutscene(this);
} else if (POE_COMPOSER_4000(&this->actor)) {
} else if (POE_COMPOSER_SHARP_HEALED(&this->actor)) {
EnPoComposer_SetupStartedCutscene(this);
} else {
} else { // Sharp is hostile
this->inCutscene = false;
if (this->sharpCsNum < SHARP_CS_SONG_STORMS) {
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_14_02)) {
SET_WEEKEVENTREG(WEEKEVENTREG_14_02);
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_SHARP_HOSTILE_CONVERSATION)) {
SET_WEEKEVENTREG(WEEKEVENTREG_SHARP_HOSTILE_CONVERSATION);
}
EnPoComposer_SetupPlayCurse(this);
} else {
@ -541,55 +547,57 @@ s32 EnPoComposer_UpdateAction(EnPoComposer* this, PlayState* play) {
return false;
}
void EnPoComposer_StepLightAlpha(EnPoComposer* this) {
if ((this->visible == true) && (this->lightColor.a != 255)) {
if (this->lightColor.a > 247) {
this->lightColor.a = 255;
void EnPoComposer_StepMainAlpha(EnPoComposer* this) {
if ((this->visible == true) && (this->mainAlpha.a != 255)) {
if (this->mainAlpha.a > 247) {
this->mainAlpha.a = 255;
} else {
this->lightColor.a += 7;
this->mainAlpha.a += 7;
}
} else if (!this->visible && (this->lightColor.a != 0)) {
if (this->lightColor.a < 8) {
this->lightColor.a = 0;
} else if (!this->visible && (this->mainAlpha.a != 0)) {
if (this->mainAlpha.a < 8) {
this->mainAlpha.a = 0;
} else {
this->lightColor.a -= 7;
this->mainAlpha.a -= 7;
}
}
}
void EnPoComposer_StepLightColor(EnPoComposer* this) {
void EnPoComposer_StepEyeColor(EnPoComposer* this) {
s16 color;
color = this->lightColor.r + 5;
this->lightColor.r = CLAMP_MAX(color, 255);
color = this->eyeColor.r + 5;
this->eyeColor.r = CLAMP_MAX(color, 255);
color = this->lightColor.g + 5;
this->lightColor.g = CLAMP_MAX(color, 255);
color = this->eyeColor.g + 5;
this->eyeColor.g = CLAMP_MAX(color, 255);
if (this->lightColor.b > 210) {
color = this->lightColor.b - 5;
this->lightColor.b = CLAMP_MIN(color, 210);
if (this->eyeColor.b > 210) {
color = this->eyeColor.b - 5;
this->eyeColor.b = CLAMP_MIN(color, 210);
} else {
color = this->lightColor.b + 5;
this->lightColor.b = CLAMP_MAX(color, 210);
color = this->eyeColor.b + 5;
this->eyeColor.b = CLAMP_MAX(color, 210);
}
}
void EnPoComposer_UpdateEnvColor(EnPoComposer* this) {
void EnPoComposer_UpdateLightColor(EnPoComposer* this) {
if ((this->actionFunc == EnPoComposer_Appear) && (this->skelAnime.curFrame < 12.0f)) {
// Step rgb from 55 to 255 and alpha from 0 to 200 over the first 12 frames of the appear anim
this->envColor.r = this->envColor.g = this->envColor.b = 55.0f + this->skelAnime.curFrame * 16.66f;
this->envColor.a = this->skelAnime.curFrame * (200.0f / 12.0f);
this->lightColor.r = this->lightColor.g = this->lightColor.b = 55.0f + this->skelAnime.curFrame * 16.66f;
this->lightColor.a = this->skelAnime.curFrame * (200.0f / 12.0f);
} else {
f32 rand = Rand_ZeroOne();
// Flame Flicker
f32 lightIntensity = Rand_ZeroOne();
this->envColor.r = 225 + (s32)(rand * 30.0f);
this->envColor.g = 155 + (s32)(rand * 100.0f);
this->envColor.b = 95 + (s32)(rand * 160.0f);
this->envColor.a = 200;
this->lightColor.r = 225 + (s32)(lightIntensity * 30.0f);
this->lightColor.g = 155 + (s32)(lightIntensity * 100.0f);
this->lightColor.b = 95 + (s32)(lightIntensity * 160.0f);
this->lightColor.a = 200;
}
if (this->lightColor.a == 0) {
this->envColor.a = 0;
if (this->mainAlpha.a == 0) {
this->lightColor.a = 0;
}
}
@ -602,7 +610,7 @@ void EnPoComposer_UpdateCollision(EnPoComposer* this, PlayState* play) {
void EnPoComposer_Update(Actor* thisx, PlayState* play) {
EnPoComposer* this = (EnPoComposer*)thisx;
EnPoComposer_UpdateEnvColor(this);
EnPoComposer_UpdateLightColor(this);
SkelAnime_Update(&this->skelAnime);
Actor_SetFocus(&this->actor, 42.0f);
@ -617,16 +625,19 @@ s32 EnPoComposer_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, V
Gfx** gfx) {
EnPoComposer* this = (EnPoComposer*)thisx;
if ((this->lightColor.a == 0) || (limbIndex == POE_COMPOSER_LIMB_LANTERN)) {
if ((this->mainAlpha.a == 0) || (limbIndex == POE_COMPOSER_LIMB_LANTERN)) {
// The lantern limb is never drawn because the limb only contains the lantern base for some reason
// Instead, the whole lantern is drawn manually in EnPoComposer_Draw
// This was likely done to give tighter lantern color control
*dList = NULL;
} else if (POE_COMPOSER_IS_FLAT(&this->actor) && (limbIndex == POE_COMPOSER_LIMB_HEAD)) {
*dList = gPoeComposerFlatHeadDL;
}
if (limbIndex == 19) {
//! @bug skeleton does not have a limb 19, this is leftover from OoT Poes
//! @Bug skeleton does not have a limb 19, this is leftover from OoT Poes
gDPPipeSync((*gfx)++);
gDPSetEnvColor((*gfx)++, this->lightColor.r, this->lightColor.g, this->lightColor.b, this->lightColor.a);
gDPSetEnvColor((*gfx)++, this->eyeColor.r, this->eyeColor.g, this->eyeColor.b, this->eyeColor.a);
}
return false;
@ -645,39 +656,42 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
EnPoComposer* this = (EnPoComposer*)thisx;
s32 pad;
Gfx* gfx;
// Clothing color draws on robe top, coat, hat, and the emblem on the lantern
Color_RGBA8* clothingColor;
Color_RGBA8* var_t0;
// Overrides clothingColor: hat, robe top, robe hem (overrides eye color)
Color_RGBA8* clothingColor2;
Vec3f lightOffset;
Vec3s lightPos;
OPEN_DISPS(play->state.gfxCtx);
EnPoComposer_StepLightColor(this);
EnPoComposer_StepEyeColor(this);
// Select colors
if (POE_COMPOSER_IS_FLAT(&this->actor)) {
clothingColor = &sFlatClothingColor1;
var_t0 = &sFlatClothingColor2;
clothingColor2 = &sFlatClothingColor2;
} else {
clothingColor = &sSharpClothingColor1;
var_t0 = &sSharpClothingColor2;
clothingColor2 = &sSharpClothingColor2;
}
// Draw skeleton
if ((this->lightColor.a == 255) || (this->lightColor.a == 0)) {
if ((this->mainAlpha.a == 255) || (this->mainAlpha.a == 0)) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_EnvColor(play->state.gfxCtx, this->lightColor.r, this->lightColor.g, this->lightColor.b,
this->lightColor.a));
gSPSegment(
POLY_OPA_DISP++, 0x08,
Gfx_EnvColor(play->state.gfxCtx, this->eyeColor.r, this->eyeColor.g, this->eyeColor.b, this->eyeColor.a));
gSPSegment(
POLY_OPA_DISP++, 0x0A,
Gfx_EnvColor(play->state.gfxCtx, clothingColor->r, clothingColor->g, clothingColor->b, this->lightColor.a));
Gfx_EnvColor(play->state.gfxCtx, clothingColor->r, clothingColor->g, clothingColor->b, this->mainAlpha.a));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_EnvColor(play->state.gfxCtx, var_t0->r, var_t0->g, var_t0->b, this->lightColor.a));
gSPSegment(POLY_OPA_DISP++, 0x0C, D_801AEFA0);
Gfx_EnvColor(play->state.gfxCtx, clothingColor2->r, clothingColor2->g, clothingColor2->b,
this->mainAlpha.a));
gSPSegment(POLY_OPA_DISP++, 0x0C, D_801AEFA0); // empty DL
POLY_OPA_DISP =
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
@ -686,25 +700,26 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_EnvColor(play->state.gfxCtx, this->lightColor.r, this->lightColor.g, this->lightColor.b,
this->lightColor.a));
gSPSegment(
POLY_XLU_DISP++, 0x08,
Gfx_EnvColor(play->state.gfxCtx, this->eyeColor.r, this->eyeColor.g, this->eyeColor.b, this->eyeColor.a));
gSPSegment(
POLY_XLU_DISP++, 0x0A,
Gfx_EnvColor(play->state.gfxCtx, clothingColor->r, clothingColor->g, clothingColor->b, this->lightColor.a));
Gfx_EnvColor(play->state.gfxCtx, clothingColor->r, clothingColor->g, clothingColor->b, this->mainAlpha.a));
gSPSegment(POLY_XLU_DISP++, 0x0B,
Gfx_EnvColor(play->state.gfxCtx, var_t0->r, var_t0->g, var_t0->b, this->lightColor.a));
gSPSegment(POLY_XLU_DISP++, 0x0C, D_801AEF88);
Gfx_EnvColor(play->state.gfxCtx, clothingColor2->r, clothingColor2->g, clothingColor2->b,
this->mainAlpha.a));
gSPSegment(POLY_XLU_DISP++, 0x0C, D_801AEF88); // transparency DL
POLY_XLU_DISP =
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnPoComposer_OverrideLimbDraw, EnPoComposer_PostLimbDraw, &this->actor, POLY_XLU_DISP);
}
if (this->lightColor.a != 0) {
if (this->mainAlpha.a != 0) {
// Draw lantern if visible
if (this->lightColor.a == 255) {
if (this->mainAlpha.a == 255) {
Scene_SetRenderModeXlu(play, 0, 1);
gfx = POLY_OPA_DISP;
} else {
@ -713,7 +728,8 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
}
gDPPipeSync(&gfx[0]);
gDPSetEnvColor(&gfx[1], this->envColor.r, this->envColor.g, this->envColor.b, this->lightColor.a);
// Light color reused for lantern glass
gDPSetEnvColor(&gfx[1], this->lightColor.r, this->lightColor.g, this->lightColor.b, this->mainAlpha.a);
Matrix_Put(&this->lanternMtxF);
MATRIX_FINALIZE_AND_LOAD(&gfx[2], play->state.gfxCtx);
@ -722,10 +738,10 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(&gfx[4], gPoeComposerLanternGlassDL);
gDPPipeSync(&gfx[5]);
gDPSetEnvColor(&gfx[6], clothingColor->r, clothingColor->g, clothingColor->b, this->lightColor.a);
gDPSetEnvColor(&gfx[6], clothingColor->r, clothingColor->g, clothingColor->b, this->mainAlpha.a);
gSPDisplayList(&gfx[7], gPoeComposerLanternTopDL);
if (this->lightColor.a == 255) {
if (this->mainAlpha.a == 255) {
POLY_OPA_DISP = &gfx[8];
} else {
POLY_XLU_DISP = &gfx[8];
@ -739,8 +755,8 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
lightPos.y += TRUNCF_BINANG(lightOffset.y);
lightPos.z += TRUNCF_BINANG(lightOffset.z);
Lights_PointGlowSetInfo(&this->lightInfo, lightPos.x, lightPos.y, lightPos.z, this->envColor.r, this->envColor.g,
this->envColor.b, this->envColor.a * (200.0f / 255.0f));
Lights_PointGlowSetInfo(&this->lightInfo, lightPos.x, lightPos.y, lightPos.z, this->lightColor.r,
this->lightColor.g, this->lightColor.b, this->lightColor.a * (200.0f / 255.0f));
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -5,7 +5,7 @@
#include "assets/objects/object_po_composer/object_po_composer.h"
#define POE_COMPOSER_IS_FLAT(thisx) ((thisx)->params & 0x8000)
#define POE_COMPOSER_4000(thisx) ((thisx)->params & 0x4000)
#define POE_COMPOSER_SHARP_HEALED(thisx) ((thisx)->params & 0x4000)
typedef enum {
/* 1 */ POE_COMPOSER_CUEID_IDLE = 1,
@ -22,8 +22,8 @@ typedef enum {
} EnPoComposerCueId;
typedef enum {
/* 0 */ SHARP_CS_ENCOUNTER_FIRST,
/* 1 */ SHARP_CS_ENCOUNTER_OTHER,
/* 0 */ SHARP_CS_ENCOUNTER_HEALED_TALK,
/* 1 */ SHARP_CS_ENCOUNTER_AGRO_TALK,
/* 2 */ SHARP_CS_SONG_HEALING,
/* 3 */ SHARP_CS_SONG_STORMS,
/* 4 */ SHARP_CS_MAX
@ -53,8 +53,11 @@ typedef struct EnPoComposer {
/* 0x330 */ s16 inCutscene;
/* 0x332 */ s16 visible;
/* 0x334 */ u16 cueId;
/* 0x336 */ Color_RGBA8 lightColor;
/* 0x33A */ Color_RGBA8 envColor;
/* 0x336 */ union {
Color_RGBA8 mainAlpha; // the alpha is used as general alpha for the whole body
Color_RGBA8 eyeColor; // also used for robe bottom
};
/* 0x33A */ Color_RGBA8 lightColor; // used by lantern light, and lantern glass tint
} EnPoComposer; // size = 0x340
#endif // Z_EN_PO_COMPOSER_H

View File

@ -273,7 +273,7 @@ void EnRailgibud_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_14_04)) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_IKANA_SPRING_RESTORED)) {
Actor_Kill(&this->actor);
}

View File

@ -15564,9 +15564,9 @@ EnPoComposer_SetupRoll = 0x80BC5898; // type:func
EnPoComposer_Roll = 0x80BC58E0; // type:func
EnPoComposer_SharpCutsceneDone = 0x80BC59BC; // type:func
EnPoComposer_UpdateAction = 0x80BC59EC; // type:func
EnPoComposer_StepLightAlpha = 0x80BC5CC8; // type:func
EnPoComposer_StepLightColor = 0x80BC5D34; // type:func
EnPoComposer_UpdateEnvColor = 0x80BC5DEC; // type:func
EnPoComposer_StepMainAlpha = 0x80BC5CC8; // type:func
EnPoComposer_StepEyeColor = 0x80BC5D34; // type:func
EnPoComposer_UpdateLightColor = 0x80BC5DEC; // type:func
EnPoComposer_UpdateCollision = 0x80BC5FE8; // type:func
EnPoComposer_Update = 0x80BC6048; // type:func
EnPoComposer_OverrideLimbDraw = 0x80BC60BC; // type:func

View File

@ -174,8 +174,8 @@ week_event_reg = {
(13 << 8) | 0x40: "WEEKEVENTREG_RECEIVED_OCEANSIDE_WALLET_UPGRADE",
(13 << 8) | 0x80: "WEEKEVENTREG_OCEANSIDE_SPIDER_HOUSE_COLLECTED_REWARD",
(14 << 8) | 0x01: "WEEKEVENTREG_14_01",
(14 << 8) | 0x02: "WEEKEVENTREG_14_02",
(14 << 8) | 0x04: "WEEKEVENTREG_14_04",
(14 << 8) | 0x02: "WEEKEVENTREG_SHARP_HOSTILE_CONVERSATION",
(14 << 8) | 0x04: "WEEKEVENTREG_IKANA_SPRING_RESTORED",
(14 << 8) | 0x08: "WEEKEVENTREG_DRANK_CHATEAU_ROMANI",
(14 << 8) | 0x10: "WEEKEVENTREG_WON_DEKU_PLAYGROUND_DAY_1",
(14 << 8) | 0x20: "WEEKEVENTREG_WON_DEKU_PLAYGROUND_DAY_2",

View File

@ -117,8 +117,8 @@ weekEventReg = {
(13 << 8) | 0x40: "WEEKEVENTREG_RECEIVED_OCEANSIDE_WALLET_UPGRADE",
(13 << 8) | 0x80: "WEEKEVENTREG_OCEANSIDE_SPIDER_HOUSE_COLLECTED_REWARD",
(14 << 8) | 0x01: "WEEKEVENTREG_14_01",
(14 << 8) | 0x02: "WEEKEVENTREG_14_02",
(14 << 8) | 0x04: "WEEKEVENTREG_14_04",
(14 << 8) | 0x02: "WEEKEVENTREG_SHARP_HOSTILE_CONVERSATION",
(14 << 8) | 0x04: "WEEKEVENTREG_IKANA_SPRING_RESTORED",
(14 << 8) | 0x08: "WEEKEVENTREG_DRANK_CHATEAU_ROMANI",
(14 << 8) | 0x10: "WEEKEVENTREG_WON_DEKU_PLAYGROUND_DAY_1",
(14 << 8) | 0x20: "WEEKEVENTREG_WON_DEKU_PLAYGROUND_DAY_2",