mirror of https://github.com/zeldaret/mm.git
parent
64ea6665bd
commit
5c7f21f6d2
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@ -1004,15 +1004,15 @@
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<Texture Name="gEffShockwaveTex" OutName="eff_shockwave" Format="i8" Width="64" Height="64" Offset="0x2F100" />
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<Texture Name="gEffShockwaveTex" OutName="eff_shockwave" Format="i8" Width="64" Height="64" Offset="0x2F100" />
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<DList Name="gEffShockwaveDL" Offset="0x30100" />
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<DList Name="gEffShockwaveDL" Offset="0x30100" />
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<DList Name="gEffBubbleDL" Offset="0x301B0" />
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<DList Name="gEffBubbleDL" Offset="0x301B0" />
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<Texture Name="gameplay_keep_Tex_030270" OutName="tex_030270" Format="ia8" Width="32" Height="32" Offset="0x30270" />
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<Texture Name="gEffFireFootprint1Tex" OutName="tex_030270" Format="ia8" Width="32" Height="32" Offset="0x30270" />
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<Texture Name="gameplay_keep_Tex_030670" OutName="tex_030670" Format="ia8" Width="32" Height="32" Offset="0x30670" />
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<Texture Name="gEffFireFootprint2Tex" OutName="tex_030670" Format="ia8" Width="32" Height="32" Offset="0x30670" />
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<Texture Name="gameplay_keep_Tex_030A70" OutName="tex_030A70" Format="ia8" Width="32" Height="32" Offset="0x30A70" />
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<Texture Name="gEffFireFootprint3Tex" OutName="tex_030A70" Format="ia8" Width="32" Height="32" Offset="0x30A70" />
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<Texture Name="gameplay_keep_Tex_030E70" OutName="tex_030E70" Format="ia8" Width="32" Height="32" Offset="0x30E70" />
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<Texture Name="gEffFireFootprint4Tex" OutName="tex_030E70" Format="ia8" Width="32" Height="32" Offset="0x30E70" />
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<Texture Name="gameplay_keep_Tex_031270" OutName="tex_031270" Format="ia8" Width="32" Height="32" Offset="0x31270" />
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<Texture Name="gEffFireFootprint5Tex" OutName="tex_031270" Format="ia8" Width="32" Height="32" Offset="0x31270" />
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<Texture Name="gameplay_keep_Tex_031670" OutName="tex_031670" Format="ia8" Width="32" Height="32" Offset="0x31670" />
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<Texture Name="gEffFireFootprint6Tex" OutName="tex_031670" Format="ia8" Width="32" Height="32" Offset="0x31670" />
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<Texture Name="gameplay_keep_Tex_031A70" OutName="tex_031A70" Format="ia8" Width="32" Height="32" Offset="0x31A70" />
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<Texture Name="gEffFireFootprint7Tex" OutName="tex_031A70" Format="ia8" Width="32" Height="32" Offset="0x31A70" />
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<Texture Name="gameplay_keep_Tex_031E70" OutName="tex_031E70" Format="ia8" Width="32" Height="32" Offset="0x31E70" />
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<Texture Name="gEffFireFootprint8Tex" OutName="tex_031E70" Format="ia8" Width="32" Height="32" Offset="0x31E70" />
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<DList Name="gameplay_keep_DL_032270" Offset="0x32270" />
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<DList Name="gEffFireFootprintDL" Offset="0x32270" />
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<Texture Name="gameplay_keep_Tex_032310" OutName="tex_032310" Format="rgba32" Width="16" Height="64" Offset="0x32310" />
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<Texture Name="gameplay_keep_Tex_032310" OutName="tex_032310" Format="rgba32" Width="16" Height="64" Offset="0x32310" />
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<Texture Name="gEffHitmarkWhiteMetal1Tex" OutName="eff_hitmark_white_metal_1" Format="i4" Width="32" Height="24" Offset="0x33310" />
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<Texture Name="gEffHitmarkWhiteMetal1Tex" OutName="eff_hitmark_white_metal_1" Format="i4" Width="32" Height="24" Offset="0x33310" />
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<Texture Name="gEffHitmarkWhiteMetal2Tex" OutName="eff_hitmark_white_metal_2" Format="i4" Width="32" Height="24" Offset="0x33490" />
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<Texture Name="gEffHitmarkWhiteMetal2Tex" OutName="eff_hitmark_white_metal_2" Format="i4" Width="32" Height="24" Offset="0x33490" />
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3
spec
3
spec
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@ -1823,8 +1823,7 @@ beginseg
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name "ovl_Effect_Ss_G_Fire"
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name "ovl_Effect_Ss_G_Fire"
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compress
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compress
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include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.o"
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include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.o"
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include "build/data/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire.data.o"
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include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire_reloc.o"
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include "build/data/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire.reloc.o"
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endseg
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endseg
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beginseg
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beginseg
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@ -1,27 +1,59 @@
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/*
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/*
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* File: z_eff_ss_g_fire.c
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* File: z_eff_ss_g_fire.c
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* Overlay: ovl_Effect_Ss_G_Fire
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* Overlay: ovl_Effect_Ss_G_Fire
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* Description:
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* Description: Flame Footprints
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*/
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*/
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#include "z_eff_ss_g_fire.h"
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#include "z_eff_ss_g_fire.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define PARAMS ((EffectSsGFireInitParams*)initParamsx)
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#define PARAMS ((EffectSsGFireInitParams*)initParamsx)
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s32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
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u32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
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void EffectSsGFire_Update(PlayState* play, u32 index, EffectSs* this);
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void EffectSsGFire_Update(PlayState* play, u32 index, EffectSs* this);
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void EffectSsGFire_Draw(PlayState* play, u32 index, EffectSs* this);
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void EffectSsGFire_Draw(PlayState* play, u32 index, EffectSs* this);
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#if 0
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const EffectSsInit Effect_Ss_G_Fire_InitVars = {
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const EffectSsInit Effect_Ss_G_Fire_InitVars = {
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EFFECT_SS_G_FIRE,
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EFFECT_SS_G_FIRE,
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EffectSsGFire_Init,
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EffectSsGFire_Init,
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};
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};
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#endif
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u32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx) {
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EffectSsGFireInitParams* initParams = PARAMS;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Fire/EffectSsGFire_Init.s")
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Math_Vec3f_Copy(&this->velocity, &gZeroVec3f);
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Math_Vec3f_Copy(&this->accel, &gZeroVec3f);
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Math_Vec3f_Copy(&this->pos, &initParams->pos);
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this->draw = EffectSsGFire_Draw;
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this->update = EffectSsGFire_Update;
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this->gfx = gEffFireFootprintDL;
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this->life = 8;
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this->flags = 0;
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this->rgScale = 200;
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this->rgTexIndex = 0;
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this->rgTexIndexStep = 50;
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this->rgPrimColorR = 255;
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this->rgPrimColorG = 220;
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this->rgPrimColorB = 80;
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this->rgPrimColorA = 255;
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this->rgEnvColorR = 130;
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this->rgEnvColorG = 30;
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this->rgEnvColorB = 0;
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this->rgEnvColorA = 0;
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Fire/EffectSsGFire_Draw.s")
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return 1;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_Effect_Ss_G_Fire/EffectSsGFire_Update.s")
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void EffectSsGFire_Draw(PlayState* play, u32 index, EffectSs* this) {
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TexturePtr fireFootprintTextures[] = {
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gEffFireFootprint1Tex, gEffFireFootprint2Tex, gEffFireFootprint3Tex, gEffFireFootprint4Tex,
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gEffFireFootprint5Tex, gEffFireFootprint6Tex, gEffFireFootprint7Tex, gEffFireFootprint8Tex,
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};
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s16 texIndex = (this->rgTexIndex / 100) % 7;
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EffectSs_DrawGEffect(play, this, fireFootprintTextures[texIndex]);
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}
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void EffectSsGFire_Update(PlayState* play, u32 index, EffectSs* this) {
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this->rgTexIndex += this->rgTexIndexStep;
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}
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@ -423,7 +423,6 @@ D_0402F028 = 0x0402F028;
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D_0402F0EC = 0x0402F0EC;
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D_0402F0EC = 0x0402F0EC;
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D_04030100 = 0x04030100;
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D_04030100 = 0x04030100;
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D_040301B0 = 0x040301B0;
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D_040301B0 = 0x040301B0;
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D_04032270 = 0x04032270;
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D_040367B0 = 0x040367B0;
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D_040367B0 = 0x040367B0;
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D_040377B0 = 0x040377B0;
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D_040377B0 = 0x040377B0;
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D_04037850 = 0x04037850;
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D_04037850 = 0x04037850;
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