Document object_mtoride (Woodfall scene objects) (#1062)

* Name everything in object_mtoride

* Get ready for PR

* Update some of the names
This commit is contained in:
Tom Overton 2022-09-24 11:21:01 -07:00 committed by GitHub
parent fd5ff73a35
commit 62502ac22f
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 106 additions and 79 deletions

View File

@ -1,49 +1,71 @@
<Root>
<!-- Assets for Woodfall scene objects (temple, water, walls, etc.) -->
<File Name="object_mtoride" Segment="6">
<!-- <Blob Name="object_mtoride_Blob_000000" Size="0x200" Offset="0x0" /> -->
<Texture Name="object_mtoride_TLUT_000200" OutName="tlut_000200" Format="rgba16" Width="4" Height="4" Offset="0x200" />
<Texture Name="object_mtoride_Tex_000220" OutName="tex_000220" Format="rgba16" Width="16" Height="16" Offset="0x220" />
<Texture Name="object_mtoride_Tex_000420" OutName="tex_000420" Format="ci4" Width="32" Height="128" Offset="0x420" />
<Texture Name="object_mtoride_Tex_000C20" OutName="tex_000C20" Format="ia8" Width="32" Height="8" Offset="0xC20" />
<Texture Name="object_mtoride_Tex_000D20" OutName="tex_000D20" Format="rgba16" Width="32" Height="32" Offset="0xD20" />
<Texture Name="object_mtoride_Tex_001520" OutName="tex_001520" Format="rgba16" Width="32" Height="64" Offset="0x1520" />
<Texture Name="object_mtoride_Tex_002520" OutName="tex_002520" Format="rgba16" Width="32" Height="64" Offset="0x2520" />
<Texture Name="object_mtoride_Tex_003520" OutName="tex_003520" Format="rgba16" Width="32" Height="32" Offset="0x3520" />
<Texture Name="object_mtoride_Tex_003D20" OutName="tex_003D20" Format="rgba16" Width="32" Height="64" Offset="0x3D20" />
<Texture Name="object_mtoride_Tex_004D20" OutName="tex_004D20" Format="rgba16" Width="32" Height="64" Offset="0x4D20" />
<Texture Name="object_mtoride_Tex_005D20" OutName="tex_005D20" Format="rgba16" Width="32" Height="32" Offset="0x5D20" />
<Texture Name="object_mtoride_Tex_006520" OutName="tex_006520" Format="rgba16" Width="32" Height="32" Offset="0x6520" />
<Texture Name="object_mtoride_Tex_006D20" OutName="tex_006D20" Format="rgba16" Width="32" Height="32" Offset="0x6D20" />
<Texture Name="object_mtoride_Tex_007520" OutName="tex_007520" Format="rgba16" Width="16" Height="32" Offset="0x7520" />
<Texture Name="object_mtoride_Tex_007920" OutName="tex_007920" Format="rgba16" Width="32" Height="32" Offset="0x7920" />
<Texture Name="object_mtoride_Tex_008120" OutName="tex_008120" Format="rgba16" Width="32" Height="32" Offset="0x8120" />
<Texture Name="object_mtoride_Tex_008920" OutName="tex_008920" Format="rgba16" Width="32" Height="32" Offset="0x8920" />
<Texture Name="object_mtoride_Tex_009120" OutName="tex_009120" Format="rgba16" Width="32" Height="32" Offset="0x9120" />
<DList Name="object_mtoride_DL_009920" Offset="0x9920" />
<DList Name="object_mtoride_DL_009928" Offset="0x9928" />
<TextureAnimation Name="object_mtoride_Matanimheader_009D70" Offset="0x9D70" />
<Collision Name="object_mtoride_Colheader_009E4C" Offset="0x9E4C" />
<DList Name="object_mtoride_DL_00A390" Offset="0xA390" />
<DList Name="object_mtoride_DL_00A398" Offset="0xA398" />
<TextureAnimation Name="object_mtoride_Matanimheader_00A5C0" Offset="0xA5C0" />
<DList Name="object_mtoride_DL_00A8F0" Offset="0xA8F0" />
<DList Name="object_mtoride_DL_00A8F8" Offset="0xA8F8" />
<TextureAnimation Name="object_mtoride_Matanimheader_00AA50" Offset="0xAA50" />
<DList Name="object_mtoride_DL_00AF90" Offset="0xAF90" />
<DList Name="object_mtoride_DL_00AF98" Offset="0xAF98" />
<TextureAnimation Name="object_mtoride_Matanimheader_00B1A0" Offset="0xB1A0" />
<DList Name="object_mtoride_DL_00DE50" Offset="0xDE50" />
<DList Name="object_mtoride_DL_00DF18" Offset="0xDF18" />
<DList Name="object_mtoride_DL_00F3C0" Offset="0xF3C0" />
<DList Name="object_mtoride_DL_00F758" Offset="0xF758" />
<TextureAnimation Name="object_mtoride_Matanimheader_00F768" Offset="0xF768" />
<DList Name="object_mtoride_DL_00FAE0" Offset="0xFAE0" />
<DList Name="object_mtoride_DL_00FAE8" Offset="0xFAE8" />
<Collision Name="object_mtoride_Colheader_00FE5C" Offset="0xFE5C" />
<TextureAnimation Name="object_mtoride_Matanimheader_00FE90" Offset="0xFE90" />
<Collision Name="object_mtoride_Colheader_010C3C" Offset="0x10C3C" />
<DList Name="object_mtoride_DL_010EF0" Offset="0x10EF0" />
<DList Name="object_mtoride_DL_010FD8" Offset="0x10FD8" />
<TextureAnimation Name="object_mtoride_Matanimheader_0110B8" Offset="0x110B8" />
<!-- Textures for the Woodfall scenery. -->
<Texture Name="gWoodfallSceneryUnusedTLUT" OutName="woodfall_scenery_unused_tlut" Format="rgba16" Width="16" Height="16" Offset="0x0" />
<Texture Name="gWoodfallSceneryBranchAndLeavesTLUT" OutName="woodfall_scenery_branch_and_leaves_tlut" Format="rgba16" Width="4" Height="4" Offset="0x200" />
<Texture Name="gWoodfallSceneryTreeRingTex" OutName="woodfall_scenery_tree_ring" Format="rgba16" Width="16" Height="16" Offset="0x220" />
<Texture Name="gWoodfallSceneryBranchAndLeavesTex" OutName="woodfall_scenery_branch_and_leaves" Format="ci4" Width="32" Height="128" Offset="0x420" />
<Texture Name="gWoodfallSceneryEntranceGradientTex" OutName="woodfall_scenery_entrance_gradient" Format="ia8" Width="32" Height="8" Offset="0xC20" />
<Texture Name="gWoodfallSceneryTempleEdgeAndRampAndPlatformTopTex" OutName="woodfall_scenery_temple_edges_and_ramp_and_platform_top" Format="rgba16" Width="32" Height="32" Offset="0xD20" />
<Texture Name="gWoodfallSceneryTempleEntranceAndRampSidesTex" OutName="woodfall_scenery_temple_entrance_and_ramp_sides" Format="rgba16" Width="32" Height="64" Offset="0x1520" />
<Texture Name="gWoodfallSceneryTempleSidesTex" OutName="woodfall_scenery_temple_sides" Format="rgba16" Width="32" Height="64" Offset="0x2520" />
<Texture Name="gWoodfallSceneryTempleFloorAndTopTex" OutName="woodfall_scenery_temple_floor_and_top" Format="rgba16" Width="32" Height="32" Offset="0x3520" />
<Texture Name="gWoodfallSceneryTreeBarkTex" OutName="woodfall_scenery_tree_bark" Format="rgba16" Width="32" Height="64" Offset="0x3D20" />
<Texture Name="gWoodfallSceneryFaceDesignTex" OutName="woodfall_scenery_face_design" Format="rgba16" Width="32" Height="64" Offset="0x4D20" />
<Texture Name="gWoodfallSceneryPoisonWaterTex" OutName="woodfall_scenery_poison_water" Format="rgba16" Width="32" Height="32" Offset="0x5D20" />
<Texture Name="gWoodfallSceneryPoisonWallsScrollTex" OutName="woodfall_scenery_poison_walls_scroll" Format="rgba16" Width="32" Height="32" Offset="0x6520" />
<Texture Name="gWoodfallSceneryPoisonWallsTex" OutName="woodfall_scenery_poison_walls" Format="rgba16" Width="32" Height="32" Offset="0x6D20" />
<Texture Name="gWoodfallSceneryPurifiedWalls1Tex" OutName="woodfall_scenery_purified_walls_1" Format="rgba16" Width="16" Height="32" Offset="0x7520" />
<Texture Name="gWoodfallSceneryPurifiedWalls2Tex" OutName="woodfall_scenery_purified_walls_2" Format="rgba16" Width="32" Height="32" Offset="0x7920" />
<Texture Name="gWoodfallSceneryFloorBackgroundTex" OutName="woodfall_scenery_floor_background" Format="rgba16" Width="32" Height="32" Offset="0x8120" />
<Texture Name="gWoodfallSceneryFloorForegroundTex" OutName="woodfall_scenery_floor_foreground" Format="rgba16" Width="32" Height="32" Offset="0x8920" />
<Texture Name="gWoodfallSceneryPurifiedWaterTex" OutName="woodfall_scenery_purified_water" Format="rgba16" Width="32" Height="32" Offset="0x9120" />
<!-- Assets for the poison water whose vertices are dynamically adjusted when Woodfall Temple is raised. -->
<DList Name="gWoodfallSceneryDynamicPoisonWaterEmptyDL" Offset="0x9920" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gWoodfallSceneryDynamicPoisonWaterDL" Offset="0x9928" />
<TextureAnimation Name="gWoodfallSceneryDynamicPoisonWaterTexAnim" Offset="0x9D70" />
<!-- When walking or swimming in poisoned Woodfall, this collision is responsible for damaging the player. -->
<Collision Name="gWoodfallSceneryPoisonWaterDamageCol" Offset="0x9E4C" />
<!-- Assets for the walls of Woodfall when the swamp is still poisoned. -->
<DList Name="gWoodfallSceneryPoisonWallsEmptyDL" Offset="0xA390" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gWoodfallSceneryPoisonWallsDL" Offset="0xA398" /> <!-- Original name is "z2_21_DOKUkabe_model" ("doku" = "poison", "kabe" = "wall") -->
<TextureAnimation Name="gWoodfallSceneryPoisonWallsTexAnim" Offset="0xA5C0" />
<!-- Assets for the static poison water in Woodfall. -->
<DList Name="gWoodfallSceneryPoisonWaterEmptyDL" Offset="0xA8F0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gWoodfallSceneryPoisonWaterDL" Offset="0xA8F8" /> <!-- Original name is "z2_21_DOKUwater_model" -->
<TextureAnimation Name="gWoodfallSceneryPoisonWaterTexAnim" Offset="0xAA50" />
<!-- Assets for the walls of Woodfall when the swamp is purified. -->
<DList Name="gWoodfallSceneryPurifiedWallsEmptyDL" Offset="0xAF90" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gWoodfallSceneryPurifiedWallsDL" Offset="0xAF98" /> <!-- Original name is "z2_21_kabe_model" -->
<TextureAnimation Name="gWoodfallSceneryPurifiedWallsTexAnim" Offset="0xB1A0" />
<!-- DisplayLists for Woodfall Temple. -->
<DList Name="gWoodfallSceneryTempleEntrancesDL" Offset="0xDE50" />
<DList Name="gWoodfallSceneryTempleDL" Offset="0xDF18" /> <!-- Original name is "z2_21_toride_model" ("fort, fortress") -->
<!-- Assets for the water the flows over Woodfall Temple during the cutscene where it rises from the water. -->
<DList Name="gWoodfallSceneryWaterFlowingOverTempleDL" Offset="0xF3C0" /> <!-- Original name is "z2_21_toride2_modelT" -->
<DList Name="gWoodfallSceneryWaterFlowingOverTempleEmptyDL" Offset="0xF758" /> <!-- Probably was the opaque component for the above DL -->
<TextureAnimation Name="gWoodfallSceneryWaterFlowingOverTempleTexAnim" Offset="0xF768" />
<!-- Assets for the ramp and platform that appear next to Woodfall Temple when the swamp is purified. -->
<DList Name="gWoodfallSceneryTempleRampAndPlatformEmptyDL" Offset="0xFAE0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gWoodfallSceneryTempleRampAndPlatformDL" Offset="0xFAE8" /> <!-- Original name is "z2_21_toride3_model" -->
<Collision Name="gWoodfallSceneryTempleRampAndPlatformCol" Offset="0xFE5C" />
<!-- The collision for Woodfall Temple and an empty texture animation that was seemingly intended to be used with the temple. -->
<TextureAnimation Name="gWoodfallSceneryTempleTexAnim" Offset="0xFE90" />
<Collision Name="gWoodfallSceneryTempleCol" Offset="0x10C3C" />
<!-- Assets for the purified water in Woodfall, as well as the floor visible beneath the water. -->
<DList Name="gWoodfallSceneryPurifiedWaterDL" Offset="0x10EF0" /> <!-- Original name is "z2_21_water_modelT" -->
<DList Name="gWoodfallSceneryFloorDL" Offset="0x10FD8" /> <!-- Original name is "z2_21_water_model" -->
<TextureAnimation Name="gWoodfallSceneryPurifiedWaterTexAnim" Offset="0x110B8" />
</File>
</Root>

View File

@ -1,6 +1,7 @@
<Root>
<!-- Vertices for the dynamic water that moves when Woodfall Temple is raised. -->
<File Name="ovl_Dm_Char01" BaseAddress="0x80AA81E0" RangeStart="0x1BE0" RangeEnd="0x28B0">
<Array Name="ovl_dm_char01_Vtx_1BE0" Count="205" Offset="0x1BE0">
<Array Name="gWoodfallSceneryDynamicPoisonWaterVtx" Count="205" Offset="0x1BE0">
<Vtx/>
</Array>
</File>

View File

@ -80,11 +80,11 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
this->unk_348 = 255.0f;
for (i = 0; i < ARRAY_COUNT(this->unk_1AC); i++) {
this->unk_1AC[i] = ovl_dm_char01_Vtx_1BE0[i].v.ob[1] * 409.6f;
this->unk_1AC[i] = gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] * 409.6f;
}
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_009E4C);
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryPoisonWaterDamageCol);
this->unk_34D = true;
if (gSaveContext.sceneSetupIndex == 1) {
@ -114,7 +114,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.world.rot.y += 0x8000;
this->dyna.actor.shape.rot.y += 0x8000;
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_010C3C);
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryTempleCol);
this->unk_34D = true;
this->unk_348 = 200.0f;
this->actionFunc = func_80AA8F2C;
@ -131,7 +131,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
Actor_Spawn(&play->actorCtx, play, ACTOR_OBJ_ETCETERA, 5.0f, 202.0f, 294.0f, 0, 0, 0,
DEKU_FLOWER_PARAMS(DEKU_FLOWER_TYPE_PINK_WITH_INITIAL_BOUNCE));
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(play, &this->dyna, &object_mtoride_Colheader_00FE5C);
DynaPolyActor_LoadMesh(play, &this->dyna, &gWoodfallSceneryTempleRampAndPlatformCol);
this->unk_34D = true;
if (!(gSaveContext.save.weekEventReg[20] & 2)) {
@ -252,8 +252,9 @@ void func_80AA892C(DmChar01* this, PlayState* play) {
this->unk_34C = 0;
}
for (i = 0; i < ARRAY_COUNT(ovl_dm_char01_Vtx_1BE0); i++) {
s32 temp_s2 = sqrtf(SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[2]) + SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[0]));
for (i = 0; i < ARRAY_COUNT(gWoodfallSceneryDynamicPoisonWaterVtx); i++) {
s32 temp_s2 = sqrtf(SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[2]) +
SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[0]));
f32 cos = Math_CosS((temp_s2 / 1892.0f) * 0x4000);
f32 temp_f20 = (1.0f - (ABS_ALT(temp_s2 - D_80AAAE22) / 1892.0f)) * D_80AAAE20 * cos;
@ -265,7 +266,7 @@ void func_80AA892C(DmChar01* this, PlayState* play) {
temp_f20 += temp_f18;
this->unk_1AC[i] += 1600;
ovl_dm_char01_Vtx_1BE0[i].v.ob[1] = temp_f20;
gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] = temp_f20;
}
}
@ -297,8 +298,9 @@ void func_80AA8C28(DmChar01* this, PlayState* play) {
break;
}
for (i = 0; i < ARRAY_COUNT(ovl_dm_char01_Vtx_1BE0); i++) {
s32 temp_s2 = sqrtf(SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[2]) + SQ((f32)ovl_dm_char01_Vtx_1BE0[i].v.ob[0]));
for (i = 0; i < ARRAY_COUNT(gWoodfallSceneryDynamicPoisonWaterVtx); i++) {
s32 temp_s2 = sqrtf(SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[2]) +
SQ((f32)gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[0]));
f32 cos = Math_CosS((temp_s2 / 1892.0f) * 0x4000);
f32 temp_f20 = (1.0f - (ABS_ALT(temp_s2 - D_80AAAE22) / 1892.0f)) * D_80AAAE20 * cos;
@ -310,7 +312,7 @@ void func_80AA8C28(DmChar01* this, PlayState* play) {
temp_f20 += temp_f18;
this->unk_1AC[i] += 1600;
ovl_dm_char01_Vtx_1BE0[i].v.ob[1] = temp_f20;
gWoodfallSceneryDynamicPoisonWaterVtx[i].v.ob[1] = temp_f20;
}
Math_SmoothStepToF(&this->unk_348, 0.0f, 0.02f, 0.6f, 0.4f);
@ -404,18 +406,18 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
case DMCHAR01_0:
switch (this->unk_34C) {
case 0:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00AA50));
Gfx_DrawDListOpa(play, object_mtoride_DL_00A8F8);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPoisonWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWaterDL);
break;
case 1:
if (gSaveContext.sceneSetupIndex == 1) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_0110B8));
Gfx_DrawDListOpa(play, object_mtoride_DL_010FD8);
Gfx_DrawDListXlu(play, object_mtoride_DL_010EF0);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
Matrix_Translate(0.0f, 10.0f, 0.0f, MTXMODE_APPLY);
}
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_009D70));
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryDynamicPoisonWaterTexAnim));
OPEN_DISPS(play->state.gfxCtx);
@ -426,10 +428,11 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x96, 255, 255, 255, 255);
gSPSegment(POLY_OPA_DISP++, 0x0B, Lib_SegmentedToVirtual(ovl_dm_char01_Vtx_1BE0));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterVtx));
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_mtoride_DL_009928);
gSPDisplayList(POLY_OPA_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
} else {
func_8012C2DC(play->state.gfxCtx);
@ -437,19 +440,20 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, (u8)this->unk_348);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x96, 255, 255, 255, (u8)this->unk_348);
gSPSegment(POLY_XLU_DISP++, 0x0B, Lib_SegmentedToVirtual(ovl_dm_char01_Vtx_1BE0));
gSPSegment(POLY_XLU_DISP++, 0x0B,
Lib_SegmentedToVirtual(gWoodfallSceneryDynamicPoisonWaterVtx));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_mtoride_DL_009928);
gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryDynamicPoisonWaterDL);
}
CLOSE_DISPS(play->state.gfxCtx);
break;
case 2:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_0110B8));
Gfx_DrawDListOpa(play, object_mtoride_DL_010FD8);
Gfx_DrawDListXlu(play, object_mtoride_DL_010EF0);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWaterTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryFloorDL);
Gfx_DrawDListXlu(play, gWoodfallSceneryPurifiedWaterDL);
break;
}
break;
@ -457,23 +461,23 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
case DMCHAR01_1:
switch (this->unk_34C) {
case 0:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00A5C0));
Gfx_DrawDListOpa(play, object_mtoride_DL_00A398);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPoisonWallsTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPoisonWallsDL);
break;
case 1:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00B1A0));
Gfx_DrawDListOpa(play, object_mtoride_DL_00AF98);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryPurifiedWallsTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryPurifiedWallsDL);
break;
}
break;
case DMCHAR01_2:
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00FE90));
Gfx_DrawDListOpa(play, object_mtoride_DL_00DF18);
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryTempleTexAnim));
Gfx_DrawDListOpa(play, gWoodfallSceneryTempleDL);
if ((this->unk_34C != 0) && ((u8)this->unk_348 != 0)) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_mtoride_Matanimheader_00F768));
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gWoodfallSceneryWaterFlowingOverTempleTexAnim));
OPEN_DISPS(play->state.gfxCtx);
@ -484,7 +488,7 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, (u8)this->unk_348);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_mtoride_DL_00F3C0);
gSPDisplayList(POLY_XLU_DISP++, gWoodfallSceneryWaterFlowingOverTempleDL);
CLOSE_DISPS(play->state.gfxCtx);
}
@ -536,12 +540,12 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
}
}
Gfx_DrawDListXlu(play, object_mtoride_DL_00DE50);
Gfx_DrawDListXlu(play, gWoodfallSceneryTempleEntrancesDL);
break;
case DMCHAR01_3:
if (thisx->world.pos.y > -120.0f) {
Gfx_DrawDListOpa(play, object_mtoride_DL_00FAE8);
Gfx_DrawDListOpa(play, gWoodfallSceneryTempleRampAndPlatformDL);
}
break;
}