Effect Gfire Ok (#941)

* OK

* description
This commit is contained in:
Derek Hensley 2022-07-21 22:02:55 -07:00 committed by GitHub
parent 64ea6665bd
commit 5c7f21f6d2
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 49 additions and 19 deletions

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@ -1004,15 +1004,15 @@
<Texture Name="gEffShockwaveTex" OutName="eff_shockwave" Format="i8" Width="64" Height="64" Offset="0x2F100" />
<DList Name="gEffShockwaveDL" Offset="0x30100" />
<DList Name="gEffBubbleDL" Offset="0x301B0" />
<Texture Name="gameplay_keep_Tex_030270" OutName="tex_030270" Format="ia8" Width="32" Height="32" Offset="0x30270" />
<Texture Name="gameplay_keep_Tex_030670" OutName="tex_030670" Format="ia8" Width="32" Height="32" Offset="0x30670" />
<Texture Name="gameplay_keep_Tex_030A70" OutName="tex_030A70" Format="ia8" Width="32" Height="32" Offset="0x30A70" />
<Texture Name="gameplay_keep_Tex_030E70" OutName="tex_030E70" Format="ia8" Width="32" Height="32" Offset="0x30E70" />
<Texture Name="gameplay_keep_Tex_031270" OutName="tex_031270" Format="ia8" Width="32" Height="32" Offset="0x31270" />
<Texture Name="gameplay_keep_Tex_031670" OutName="tex_031670" Format="ia8" Width="32" Height="32" Offset="0x31670" />
<Texture Name="gameplay_keep_Tex_031A70" OutName="tex_031A70" Format="ia8" Width="32" Height="32" Offset="0x31A70" />
<Texture Name="gameplay_keep_Tex_031E70" OutName="tex_031E70" Format="ia8" Width="32" Height="32" Offset="0x31E70" />
<DList Name="gameplay_keep_DL_032270" Offset="0x32270" />
<Texture Name="gEffFireFootprint1Tex" OutName="tex_030270" Format="ia8" Width="32" Height="32" Offset="0x30270" />
<Texture Name="gEffFireFootprint2Tex" OutName="tex_030670" Format="ia8" Width="32" Height="32" Offset="0x30670" />
<Texture Name="gEffFireFootprint3Tex" OutName="tex_030A70" Format="ia8" Width="32" Height="32" Offset="0x30A70" />
<Texture Name="gEffFireFootprint4Tex" OutName="tex_030E70" Format="ia8" Width="32" Height="32" Offset="0x30E70" />
<Texture Name="gEffFireFootprint5Tex" OutName="tex_031270" Format="ia8" Width="32" Height="32" Offset="0x31270" />
<Texture Name="gEffFireFootprint6Tex" OutName="tex_031670" Format="ia8" Width="32" Height="32" Offset="0x31670" />
<Texture Name="gEffFireFootprint7Tex" OutName="tex_031A70" Format="ia8" Width="32" Height="32" Offset="0x31A70" />
<Texture Name="gEffFireFootprint8Tex" OutName="tex_031E70" Format="ia8" Width="32" Height="32" Offset="0x31E70" />
<DList Name="gEffFireFootprintDL" Offset="0x32270" />
<Texture Name="gameplay_keep_Tex_032310" OutName="tex_032310" Format="rgba32" Width="16" Height="64" Offset="0x32310" />
<Texture Name="gEffHitmarkWhiteMetal1Tex" OutName="eff_hitmark_white_metal_1" Format="i4" Width="32" Height="24" Offset="0x33310" />
<Texture Name="gEffHitmarkWhiteMetal2Tex" OutName="eff_hitmark_white_metal_2" Format="i4" Width="32" Height="24" Offset="0x33490" />

3
spec
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@ -1823,8 +1823,7 @@ beginseg
name "ovl_Effect_Ss_G_Fire"
compress
include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.o"
include "build/data/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire.data.o"
include "build/data/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire.reloc.o"
include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire_reloc.o"
endseg
beginseg

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@ -1,27 +1,59 @@
/*
* File: z_eff_ss_g_fire.c
* Overlay: ovl_Effect_Ss_G_Fire
* Description:
* Description: Flame Footprints
*/
#include "z_eff_ss_g_fire.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define PARAMS ((EffectSsGFireInitParams*)initParamsx)
s32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
u32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void EffectSsGFire_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsGFire_Draw(PlayState* play, u32 index, EffectSs* this);
#if 0
const EffectSsInit Effect_Ss_G_Fire_InitVars = {
EFFECT_SS_G_FIRE,
EffectSsGFire_Init,
};
#endif
u32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
EffectSsGFireInitParams* initParams = PARAMS;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Fire/EffectSsGFire_Init.s")
Math_Vec3f_Copy(&this->velocity, &gZeroVec3f);
Math_Vec3f_Copy(&this->accel, &gZeroVec3f);
Math_Vec3f_Copy(&this->pos, &initParams->pos);
this->draw = EffectSsGFire_Draw;
this->update = EffectSsGFire_Update;
this->gfx = gEffFireFootprintDL;
this->life = 8;
this->flags = 0;
this->rgScale = 200;
this->rgTexIndex = 0;
this->rgTexIndexStep = 50;
this->rgPrimColorR = 255;
this->rgPrimColorG = 220;
this->rgPrimColorB = 80;
this->rgPrimColorA = 255;
this->rgEnvColorR = 130;
this->rgEnvColorG = 30;
this->rgEnvColorB = 0;
this->rgEnvColorA = 0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Fire/EffectSsGFire_Draw.s")
return 1;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Fire/EffectSsGFire_Update.s")
void EffectSsGFire_Draw(PlayState* play, u32 index, EffectSs* this) {
TexturePtr fireFootprintTextures[] = {
gEffFireFootprint1Tex, gEffFireFootprint2Tex, gEffFireFootprint3Tex, gEffFireFootprint4Tex,
gEffFireFootprint5Tex, gEffFireFootprint6Tex, gEffFireFootprint7Tex, gEffFireFootprint8Tex,
};
s16 texIndex = (this->rgTexIndex / 100) % 7;
EffectSs_DrawGEffect(play, this, fireFootprintTextures[texIndex]);
}
void EffectSsGFire_Update(PlayState* play, u32 index, EffectSs* this) {
this->rgTexIndex += this->rgTexIndexStep;
}

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@ -423,7 +423,6 @@ D_0402F028 = 0x0402F028;
D_0402F0EC = 0x0402F0EC;
D_04030100 = 0x04030100;
D_040301B0 = 0x040301B0;
D_04032270 = 0x04032270;
D_040367B0 = 0x040367B0;
D_040377B0 = 0x040377B0;
D_04037850 = 0x04037850;