Document object_dblue_object (Great Bay Temple objects) (#1077)

* Document everything except the unknown blob and the weird collision

* Add the last unused texture, thanks Tharo!

* Finish up documentation

* Respond to Elliptic's review
This commit is contained in:
Tom Overton 2022-09-24 11:51:10 -07:00 committed by GitHub
parent a390da9b56
commit 76dc0dd867
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 227 additions and 157 deletions

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@ -1,78 +1,148 @@
<Root>
<!-- Assets for interactive elements in Great Bay Temple, i.e., waterwheels, seesaws, whirlpools, waterfalls, doors, etc. -->
<File Name="object_dblue_object" Segment="6">
<DList Name="object_dblue_object_DL_0002C0" Offset="0x2C0" />
<DList Name="object_dblue_object_DL_0002C8" Offset="0x2C8" />
<Collision Name="object_dblue_object_Colheader_0005C4" Offset="0x5C4" />
<DList Name="object_dblue_object_DL_001E60" Offset="0x1E60" />
<DList Name="object_dblue_object_DL_001E68" Offset="0x1E68" />
<Collision Name="object_dblue_object_Colheader_002E78" Offset="0x2E78" />
<DList Name="object_dblue_object_DL_003250" Offset="0x3250" />
<DList Name="object_dblue_object_DL_003358" Offset="0x3358" />
<Collision Name="object_dblue_object_Colheader_003540" Offset="0x3540" />
<DList Name="object_dblue_object_DL_003770" Offset="0x3770" />
<DList Name="object_dblue_object_DL_0038D0" Offset="0x38D0" />
<DList Name="object_dblue_object_DL_004840" Offset="0x4840" />
<DList Name="object_dblue_object_DL_004848" Offset="0x4848" />
<DList Name="object_dblue_object_DL_0052B0" Offset="0x52B0" />
<DList Name="object_dblue_object_DL_0052B8" Offset="0x52B8" />
<Collision Name="object_dblue_object_Colheader_005D28" Offset="0x5D28" />
<DList Name="object_dblue_object_DL_0061B0" Offset="0x61B0" />
<DList Name="object_dblue_object_DL_0061B8" Offset="0x61B8" />
<DList Name="object_dblue_object_DL_0069D0" Offset="0x69D0" />
<DList Name="object_dblue_object_DL_0069D8" Offset="0x69D8" />
<Collision Name="object_dblue_object_Colheader_006EA8" Offset="0x6EA8" />
<Collision Name="object_dblue_object_Colheader_00714C" Offset="0x714C" />
<DList Name="object_dblue_object_DL_008770" Offset="0x8770" />
<DList Name="object_dblue_object_DL_008778" Offset="0x8778" />
<DList Name="object_dblue_object_DL_00A520" Offset="0xA520" />
<DList Name="object_dblue_object_DL_00A528" Offset="0xA528" />
<Collision Name="object_dblue_object_Colheader_00AED0" Offset="0xAED0" />
<DList Name="object_dblue_object_DL_00B280" Offset="0xB280" />
<DList Name="object_dblue_object_DL_00B430" Offset="0xB430" />
<TextureAnimation Name="object_dblue_object_Matanimheader_00B448" Offset="0xB448" />
<DList Name="object_dblue_object_DL_00B8F0" Offset="0xB8F0" />
<DList Name="object_dblue_object_DL_00B8F8" Offset="0xB8F8" />
<Collision Name="object_dblue_object_Colheader_00BC08" Offset="0xBC08" />
<DList Name="object_dblue_object_DL_00BF40" Offset="0xBF40" />
<DList Name="object_dblue_object_DL_00BF48" Offset="0xBF48" />
<Collision Name="object_dblue_object_Colheader_00C180" Offset="0xC180" />
<DList Name="object_dblue_object_DL_00C4B0" Offset="0xC4B0" />
<DList Name="object_dblue_object_DL_00C4B8" Offset="0xC4B8" />
<Collision Name="object_dblue_object_Colheader_00C700" Offset="0xC700" />
<DList Name="object_dblue_object_DL_00CAA0" Offset="0xCAA0" />
<DList Name="object_dblue_object_DL_00CC08" Offset="0xCC08" />
<TextureAnimation Name="object_dblue_object_Matanimheader_00CC18" Offset="0xCC18" />
<DList Name="object_dblue_object_DL_00CD10" Offset="0xCD10" />
<DList Name="object_dblue_object_DL_00CDD8" Offset="0xCDD8" />
<TextureAnimation Name="object_dblue_object_Matanimheader_00CE00" Offset="0xCE00" />
<DList Name="object_dblue_object_DL_00D110" Offset="0xD110" />
<DList Name="object_dblue_object_DL_00D220" Offset="0xD220" />
<TextureAnimation Name="object_dblue_object_Matanimheader_00D250" Offset="0xD250" />
<Collision Name="object_dblue_object_Colheader_00D3DC" Offset="0xD3DC" />
<Texture Name="object_dblue_object_TLUT_00D410" OutName="tlut_00D410" Format="rgba16" Width="4" Height="4" Offset="0xD410" />
<!-- <Blob Name="object_dblue_object_Blob_00D430" Size="0x420" Offset="0xD430" /> -->
<Texture Name="object_dblue_object_TLUT_00D850" OutName="tlut_00D850" Format="rgba16" Width="4" Height="4" Offset="0xD850" />
<!-- <Blob Name="object_dblue_object_Blob_00D870" Size="0x60" Offset="0xD870" /> -->
<Texture Name="object_dblue_object_Tex_00D8D0" OutName="tex_00D8D0" Format="rgba16" Width="16" Height="64" Offset="0xD8D0" />
<Texture Name="object_dblue_object_Tex_00E0D0" OutName="tex_00E0D0" Format="rgba16" Width="8" Height="16" Offset="0xE0D0" />
<Texture Name="object_dblue_object_Tex_00E1D0" OutName="tex_00E1D0" Format="rgba16" Width="32" Height="64" Offset="0xE1D0" />
<Texture Name="object_dblue_object_Tex_00F1D0" OutName="tex_00F1D0" Format="rgba16" Width="16" Height="32" Offset="0xF1D0" />
<Texture Name="object_dblue_object_Tex_00F5D0" OutName="tex_00F5D0" Format="rgba16" Width="16" Height="64" Offset="0xF5D0" />
<Texture Name="object_dblue_object_Tex_00FDD0" OutName="tex_00FDD0" Format="rgba16" Width="16" Height="32" Offset="0xFDD0" />
<Texture Name="object_dblue_object_Tex_0101D0" OutName="tex_0101D0" Format="rgba16" Width="32" Height="64" Offset="0x101D0" />
<Texture Name="object_dblue_object_Tex_0111D0" OutName="tex_0111D0" Format="rgba16" Width="32" Height="32" Offset="0x111D0" />
<Texture Name="object_dblue_object_Tex_0119D0" OutName="tex_0119D0" Format="ci4" Width="8" Height="16" Offset="0x119D0" />
<Texture Name="object_dblue_object_Tex_011A10" OutName="tex_011A10" Format="rgba16" Width="32" Height="32" Offset="0x11A10" />
<!-- <Blob Name="object_dblue_object_Blob_012210" Size="0x1D60" Offset="0x12210" /> -->
<Texture Name="object_dblue_object_Tex_013F70" OutName="tex_013F70" Format="ci4" Width="64" Height="64" Offset="0x13F70" />
<Texture Name="object_dblue_object_Tex_014770" OutName="tex_014770" Format="rgba16" Width="32" Height="32" Offset="0x14770" />
<Texture Name="object_dblue_object_Tex_014F70" OutName="tex_014F70" Format="rgba16" Width="32" Height="32" Offset="0x14F70" />
<Texture Name="object_dblue_object_Tex_015770" OutName="tex_015770" Format="ia8" Width="32" Height="64" Offset="0x15770" />
<Texture Name="object_dblue_object_Tex_015F70" OutName="tex_015F70" Format="rgba16" Width="32" Height="32" Offset="0x15F70" />
<Texture Name="object_dblue_object_Tex_016770" OutName="tex_016770" Format="rgba16" Width="32" Height="32" Offset="0x16770" />
<Texture Name="object_dblue_object_Tex_016F70" OutName="tex_016F70" Format="rgba16" Width="32" Height="32" Offset="0x16F70" />
<Texture Name="object_dblue_object_Tex_017770" OutName="tex_017770" Format="ia8" Width="32" Height="32" Offset="0x17770" />
<DList Name="object_dblue_object_DL_017D00" Offset="0x17D00" />
<Texture Name="object_dblue_object_Tex_017E58" OutName="tex_017E58" Format="rgba16" Width="32" Height="64" Offset="0x17E58" />
<!-- DisplayLists and Collision for the elevator platforms. -->
<DList Name="gGreatBayTempleObjectElevatorEmptyDL" Offset="0x2C0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectElevatorDL" Offset="0x2C8" /> <!-- Original name is "m2_KON_ELE_model" -->
<Collision Name="gGreatBayTempleObjectElevatorCol" Offset="0x5C4" />
<!-- DisplayLists and Collision for the rotating waterwheel with two platforms. -->
<DList Name="gGreatBayTempleObjectWaterwheelWithPlatformsEmptyDL" Offset="0x1E60" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectWaterwheelWithPlatformsDL" Offset="0x1E68" /> <!-- Original name is "m2_KON_GEAR09_model" -->
<Collision Name="gGreatBayTempleObjectWaterwheelWithPlatformsCol" Offset="0x2E78" />
<!-- DisplayLists and Collision for the ice stalactites that can be thawed with Fire Arrows. -->
<DList Name="gGreatBayTempleObjectIceStalactiteRimDL" Offset="0x3250" />
<DList Name="gGreatBayTempleObjectIceStalactiteDL" Offset="0x3358" /> <!-- Original name is "m2_KON_ICE_model" -->
<Collision Name="gGreatBayTempleObjectIceStalactiteCol" Offset="0x3540" /> <!-- Unused -->
<!-- DisplayLists for the frozen version of the waterfall that briefly appears when you hit it with an Ice Arrow. -->
<DList Name="gGreatBayTempleObjectFrozenWaterfallDL" Offset="0x3770" />
<DList Name="gGreatBayTempleObjectFrozenWaterfallEmptyDL" Offset="0x38D0" /> <!-- Probably was the opaque component for the above DL -->
<!-- DisplayLists and Collision for the rotating gear shaft, both with and without two platforms. -->
<DList Name="gGreatBayTempleObjectGearShaftWithPlatformsEmptyDL" Offset="0x4840" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectGearShaftWithPlatformsDL" Offset="0x4848" /> <!-- Original name is "m2_KON_Screw_model" -->
<DList Name="gGreatBayTempleObjectGearShaftEmptyDL" Offset="0x52B0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectGearShaftDL" Offset="0x52B8" /> <!-- Original name is "m2_KON_ScrewFor8_model" -->
<Collision Name="gGreatBayTempleObjectGearShaftWithPlatformsCol" Offset="0x5D28" />
<!-- DisplayLists and Collision for the switches that can be pushed or pulled. -->
<DList Name="gGreatBayTempleObjectOneWaySwitchEmptyDL" Offset="0x61B0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectOneWaySwitchDL" Offset="0x61B8" /> <!-- Original name is "m2_KON_Sen_model" (perhaps "tap; faucet") -->
<DList Name="gGreatBayTempleObjectTwoWaySwitchEmptyDL" Offset="0x69D0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectTwoWaySwitchDL" Offset="0x69D8" /> <!-- Original name is "m2_KON_SenP2_model" -->
<Collision Name="gGreatBayTempleObjectTwoWaySwitchCol" Offset="0x6EA8" />
<Collision Name="gGreatBayTempleObjectOneWaySwitchCol" Offset="0x714C" />
<!-- DisplayLists and Collision for the giant waterwheel near the start of the dungeon. -->
<DList Name="gGreatBayTempleObjectWaterwheelEmptyDL" Offset="0x8770" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectWaterwheelDL" Offset="0x8778" /> <!-- Original name is "m2_KON_SuisyaFor0_model" ("waterwheel") -->
<DList Name="gGreatBayTempleObjectWaterwheelWithFakeGearEmptyDL" Offset="0xA520" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectWaterwheelWithFakeGearDL" Offset="0xA528" /> <!-- Original name is "m2_KON_SuisyaFor8_model" -->
<Collision Name="gGreatBayTempleObjectWaterwheelCol" Offset="0xAED0" />
<!-- DisplayLists and TextureAnimation for the waterfalls that can be frozen with Ice Arrows. -->
<DList Name="gGreatBayTempleObjectWaterfallDL" Offset="0xB280" /> <!-- Original name is "m2_KON_TAKI_modelT" ("waterfall") -->
<DList Name="gGreatBayTempleObjectWaterfallEmptyDL" Offset="0xB430" /> <!-- Probably was the opaque component for the above DL -->
<TextureAnimation Name="gGreatBayTempleObjectWaterfallTexAnim" Offset="0xB448" />
<!-- DisplayLists and Collision for the "shaft" of the seesaw, i.e., the bar that connects the two platforms. -->
<DList Name="gGreatBayTempleObjectSeesawShaftEmptyDL" Offset="0xB8F0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectSeesawShaftDL" Offset="0xB8F8" /> <!-- Original name is "m2_KON_TENBIN_model" ("(balance) scales") -->
<Collision Name="gGreatBayTempleObjectSeesawShaftCol" Offset="0xBC08" />
<!-- DisplayLists and Collision for the large seesaw platform. -->
<DList Name="gGreatBayTempleObjectLargeSeesawPlatformEmptyDL" Offset="0xBF40" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectLargeSeesawPlatformDL" Offset="0xBF48" /> <!-- Original name is "m2_KON_TENBINstepBIG_model" -->
<Collision Name="gGreatBayTempleObjectLargeSeesawPlatformCol" Offset="0xC180" />
<!-- DisplayLists and Collision for the small seesaw platform. -->
<DList Name="gGreatBayTempleObjectSmallSeesawPlatformEmptyDL" Offset="0xC4B0" /> <!-- Probably was the transparent component for the below DL -->
<DList Name="gGreatBayTempleObjectSmallSeesawPlatformDL" Offset="0xC4B8" /> <!-- Original name is "m2_KON_TENBINstepSML_model" -->
<Collision Name="gGreatBayTempleObjectSmallSeesawPlatformCol" Offset="0xC700" />
<!-- DisplayLists and TextureAnimation for the large whirlpool at the bottom of the main room. -->
<DList Name="gGreatBayTempleObjectWhirlpoolDL" Offset="0xCAA0" /> <!-- Original name is "m2_KON_UZUdis_modelT" ("whirlpool; swirl") -->
<DList Name="gGreatBayTempleObjectWhirlpoolEmptyDL" Offset="0xCC08" /> <!-- Probably was the opaque component for the above DL -->
<TextureAnimation Name="gGreatBayTempleObjectWhirlpoolTexAnim" Offset="0xCC18" />
<!-- DisplayLists and TextureAnimation for the splashing effect created when water hits a waterwheel. -->
<DList Name="gGreatBayTempleObjectWaterwheelSplashDL" Offset="0xCD10" /> <!-- Original name is "m2_KON_sibukiG_modelT" (probably "splash" + GEAR) -->
<DList Name="gGreatBayTempleObjectWaterwheelSplashEmptyDL" Offset="0xCDD8" /> <!-- Probably was the opaque component for the above DL -->
<TextureAnimation Name="gGreatBayTempleObjectWaterwheelSplashTexAnim" Offset="0xCE00" />
<!-- DisplayLists and TextureAnimation for the splashing effect created when water hits a seesaw platform. -->
<DList Name="gGreatBayTempleObjectSeesawSplashDL" Offset="0xD110" /> <!-- Original name is "m2_KON_sibukiT_modelT" (probably "splash" + TENBIN) -->
<DList Name="gGreatBayTempleObjectSeesawSplashEmptyDL" Offset="0xD220" /> <!-- Probably was the opaque component for the above DL -->
<TextureAnimation Name="gGreatBayTempleObjectSeesawSplashTexAnim" Offset="0xD250" />
<Collision Name="gGreatBayTempleObjectUnusedCol" Offset="0xD3DC" /> <!-- Original name is probably "m2_SEAuzuuzu2_bgdatainfo" ("itching to do something; impatient") -->
<!-- Textures for all the Great Bay Temple objects. -->
<Texture Name="gGreatBayTempleObjectOneWaySwitchTLUT" OutName="great_bay_temple_object_one_way_switch_tlut" Format="rgba16" Width="4" Height="4" Offset="0xD410" />
<Texture Name="gGreatBayTempleObjectUnused1TLUT" OutName="great_bay_temple_object_unused_tlut_1" Format="rgba16" Width="4" Height="4" Offset="0xD430" />
<Texture Name="gGreatBayTempleObjectUnused2TLUT" OutName="great_bay_temple_object_unused_tlut_2" Format="rgba16" Width="4" Height="4" Offset="0xD450" />
<Texture Name="gGreatBayTempleObjectUnused3TLUT" OutName="great_bay_temple_object_unused_tlut_3" Format="rgba16" Width="4" Height="4" Offset="0xD470" />
<Texture Name="gGreatBayTempleObjectUnused4TLUT" OutName="great_bay_temple_object_unused_tlut_4" Format="rgba16" Width="4" Height="4" Offset="0xD490" />
<Texture Name="gGreatBayTempleObjectUnused5TLUT" OutName="great_bay_temple_object_unused_tlut_5" Format="rgba16" Width="4" Height="4" Offset="0xD4B0" />
<Texture Name="gGreatBayTempleObjectUnused6TLUT" OutName="great_bay_temple_object_unused_tlut_6" Format="rgba16" Width="4" Height="4" Offset="0xD4D0" />
<Texture Name="gGreatBayTempleObjectUnused7TLUT" OutName="great_bay_temple_object_unused_tlut_7" Format="rgba16" Width="4" Height="4" Offset="0xD4F0" />
<Texture Name="gGreatBayTempleObjectUnused8TLUT" OutName="great_bay_temple_object_unused_tlut_8" Format="rgba16" Width="4" Height="4" Offset="0xD510" />
<Texture Name="gGreatBayTempleObjectUnusedGearTLUT" OutName="great_bay_temple_object_unused_gear_tlut" Format="rgba16" Width="4" Height="4" Offset="0xD530" />
<Texture Name="gGreatBayTempleObjectUnused9TLUT" OutName="great_bay_temple_object_unused_tlut_9" Format="rgba16" Width="4" Height="4" Offset="0xD550" />
<Texture Name="gGreatBayTempleObjectUnused10TLUT" OutName="great_bay_temple_object_unused_tlut_10" Format="rgba16" Width="4" Height="4" Offset="0xD570" />
<Texture Name="gGreatBayTempleObjectUnused11TLUT" OutName="great_bay_temple_object_unused_tlut_11" Format="rgba16" Width="4" Height="4" Offset="0xD590" />
<Texture Name="gGreatBayTempleObjectUnused12TLUT" OutName="great_bay_temple_object_unused_tlut_12" Format="rgba16" Width="4" Height="4" Offset="0xD5B0" />
<Texture Name="gGreatBayTempleObjectUnused13TLUT" OutName="great_bay_temple_object_unused_tlut_13" Format="rgba16" Width="4" Height="4" Offset="0xD5D0" />
<Texture Name="gGreatBayTempleObjectUnused14TLUT" OutName="great_bay_temple_object_unused_tlut_14" Format="rgba16" Width="4" Height="4" Offset="0xD5F0" />
<Texture Name="gGreatBayTempleObjectUnused15TLUT" OutName="great_bay_temple_object_unused_tlut_15" Format="rgba16" Width="4" Height="4" Offset="0xD610" />
<Texture Name="gGreatBayTempleObjectUnusedDarkMetalTLUT" OutName="great_bay_temple_object_unused_dark_metal_tlut" Format="rgba16" Width="4" Height="4" Offset="0xD630" />
<Texture Name="gGreatBayTempleObjectUnused16TLUT" OutName="great_bay_temple_object_unused_tlut_16" Format="rgba16" Width="4" Height="4" Offset="0xD650" />
<Texture Name="gGreatBayTempleObjectUnusedPaddleTLUT" OutName="great_bay_temple_object_unused_paddle_tlut" Format="rgba16" Width="4" Height="4" Offset="0xD670" />
<Texture Name="gGreatBayTempleObjectUnused17TLUT" OutName="great_bay_temple_object_unused_tlut_17" Format="rgba16" Width="4" Height="4" Offset="0xD690" />
<Texture Name="gGreatBayTempleObjectUnused18TLUT" OutName="great_bay_temple_object_unused_tlut_18" Format="rgba16" Width="4" Height="4" Offset="0xD6B0" />
<Texture Name="gGreatBayTempleObjectUnused19TLUT" OutName="great_bay_temple_object_unused_tlut_19" Format="rgba16" Width="4" Height="4" Offset="0xD6D0" />
<Texture Name="gGreatBayTempleObjectUnused20TLUT" OutName="great_bay_temple_object_unused_tlut_20" Format="rgba16" Width="4" Height="4" Offset="0xD6F0" />
<Texture Name="gGreatBayTempleObjectUnused21TLUT" OutName="great_bay_temple_object_unused_tlut_21" Format="rgba16" Width="4" Height="4" Offset="0xD710" />
<Texture Name="gGreatBayTempleObjectUnused22TLUT" OutName="great_bay_temple_object_unused_tlut_22" Format="rgba16" Width="4" Height="4" Offset="0xD730" />
<Texture Name="gGreatBayTempleObjectUnused23TLUT" OutName="great_bay_temple_object_unused_tlut_23" Format="rgba16" Width="4" Height="4" Offset="0xD750" />
<Texture Name="gGreatBayTempleObjectUnused24TLUT" OutName="great_bay_temple_object_unused_tlut_24" Format="rgba16" Width="4" Height="4" Offset="0xD770" />
<Texture Name="gGreatBayTempleObjectUnused25TLUT" OutName="great_bay_temple_object_unused_tlut_25" Format="rgba16" Width="4" Height="4" Offset="0xD790" />
<Texture Name="gGreatBayTempleObjectUnused26TLUT" OutName="great_bay_temple_object_unused_tlut_26" Format="rgba16" Width="4" Height="4" Offset="0xD7B0" />
<Texture Name="gGreatBayTempleObjectUnused27TLUT" OutName="great_bay_temple_object_unused_tlut_27" Format="rgba16" Width="4" Height="4" Offset="0xD7D0" />
<Texture Name="gGreatBayTempleObjectUnused28TLUT" OutName="great_bay_temple_object_unused_tlut_28" Format="rgba16" Width="4" Height="4" Offset="0xD7F0" />
<Texture Name="gGreatBayTempleObjectUnused29TLUT" OutName="great_bay_temple_object_unused_tlut_29" Format="rgba16" Width="4" Height="4" Offset="0xD810" />
<Texture Name="gGreatBayTempleObjectUnused30TLUT" OutName="great_bay_temple_object_unused_tlut_30" Format="rgba16" Width="4" Height="4" Offset="0xD830" />
<Texture Name="gGreatBayTempleObjectLargeSeesawPlatformTLUT" OutName="great_bay_temple_object_large_seesaw_platform_tlut" Format="rgba16" Width="4" Height="4" Offset="0xD850" />
<Texture Name="gGreatBayTempleObjectUnused31TLUT" OutName="great_bay_temple_object_unused_tlut_31" Format="rgba16" Width="4" Height="4" Offset="0xD870" />
<Texture Name="gGreatBayTempleObjectUnused32TLUT" OutName="great_bay_temple_object_unused_tlut_32" Format="rgba16" Width="4" Height="4" Offset="0xD890" />
<Texture Name="gGreatBayTempleObjectUnused33TLUT" OutName="great_bay_temple_object_unused_tlut_33" Format="rgba16" Width="4" Height="4" Offset="0xD8B0" />
<Texture Name="gGreatBayTempleObjectPlatformSideAndSeesawShaftTex" OutName="great_bay_temple_object_platform_side_and_seesaw_shaft" Format="rgba16" Width="16" Height="64" Offset="0xD8D0" />
<Texture Name="gGreatBayTempleObjectElevatorRiserTex" OutName="great_bay_temple_object_elevator_riser" Format="rgba16" Width="8" Height="16" Offset="0xE0D0" />
<Texture Name="gGreatBayTempleObjectPlatformAndWaterwheelBladeTex" OutName="great_bay_temple_object_platform_and_waterwheel_blade" Format="rgba16" Width="32" Height="64" Offset="0xE1D0" />
<Texture Name="gGreatBayTempleObjectDarkMetalTex" OutName="great_bay_temple_object_dark_metal" Format="rgba16" Width="16" Height="32" Offset="0xF1D0" />
<Texture Name="gGreatBayTempleObjectShaftTex" OutName="great_bay_temple_object_shaft" Format="rgba16" Width="16" Height="64" Offset="0xF5D0" />
<Texture Name="gGreatBayTempleObjectGearTex" OutName="great_bay_temple_object_gear" Format="rgba16" Width="16" Height="32" Offset="0xFDD0" />
<Texture Name="gGreatBayTempleObjectPaddleTex" OutName="great_bay_temple_object_paddle" Format="rgba16" Width="32" Height="64" Offset="0x101D0" />
<Texture Name="gGreatBayTempleObjectSwitchKnobTex" OutName="great_bay_temple_object_switch_knob" Format="rgba16" Width="32" Height="32" Offset="0x111D0" />
<Texture Name="gGreatBayTempleObjectOneWaySwitchTex" OutName="great_bay_temple_object_one_way_switch" Format="ci4" Width="8" Height="16" Offset="0x119D0" />
<Texture Name="gGreatBayTempleObjectSwitchSideTex" OutName="great_bay_temple_object_switch_side" Format="rgba16" Width="32" Height="32" Offset="0x11A10" />
<Texture Name="gGreatBayTempleObjectUnusedGearTex" OutName="great_bay_temple_object_unused_gear" Format="ci4" Width="48" Height="36" Offset="0x12210" TlutOffset="0xD530" />
<Texture Name="gGreatBayTempleObjectUnusedDarkMetalTex" OutName="great_bay_temple_object_unused_dark_metal" Format="ci4" Width="32" Height="32" Offset="0x12570" TlutOffset="0xD630" />
<Texture Name="gGreatBayTempleObjectUnusedShaftTex" OutName="great_bay_temple_object_unused_shaft" Format="rgba16" Width="32" Height="64" Offset="0x12770" />
<Texture Name="gGreatBayTempleObjectUnusedPaddleTex" OutName="great_bay_temple_object_unused_paddle" Format="ci4" Width="32" Height="128" Offset="0x13770" TlutOffset="0xD670" />
<Texture Name="gGreatBayTempleObjectLargeSeesawPlatformTex" OutName="great_bay_temple_object_large_seesaw_platform" Format="ci4" Width="64" Height="64" Offset="0x13F70" />
<Texture Name="gGreatBayTempleObjectHorizontalWaterFoamTex" OutName="great_bay_temple_object_horizontal_water_foam" Format="rgba16" Width="32" Height="32" Offset="0x14770" />
<Texture Name="gGreatBayTempleObjectIceTex" OutName="great_bay_temple_object_ice" Format="rgba16" Width="32" Height="32" Offset="0x14F70" />
<Texture Name="gGreatBayTempleObjectIceStalactiteRimMaskTex" OutName="great_bay_temple_object_ice_stalactite_rim_mask" Format="ia8" Width="32" Height="64" Offset="0x15770" />
<Texture Name="gGreatBayTempleObjectWaterfallWaterTex" OutName="great_bay_temple_object_waterfall_water" Format="rgba16" Width="32" Height="32" Offset="0x15F70" />
<Texture Name="gGreatBayTempleObjectVerticalWaterFoamTex" OutName="great_bay_temple_object_vertical_water_foam" Format="rgba16" Width="32" Height="32" Offset="0x16770" />
<Texture Name="gGreatBayTempleObjectWhirpoolWaterTex" OutName="great_bay_temple_object_whirlpool_water" Format="rgba16" Width="32" Height="32" Offset="0x16F70" />
<Texture Name="gGreatBayTempleObjectSplashScrollTex" OutName="great_bay_temple_object_splash_scroll" Format="ia8" Width="32" Height="32" Offset="0x17770" />
<!-- Assets for the doors in Great Bay Temple. -->
<DList Name="gGreatBayTempleObjectDoorDL" Offset="0x17D00" /> <!-- Original name is "m2_KON_shuter1_model" -->
<Texture Name="gGreatBayTempleObjectDoorTex" OutName="great_bay_temple_object_door" Format="rgba16" Width="32" Height="64" Offset="0x17E58" />
</File>
</Root>

View File

@ -1,7 +1,7 @@
/*
* File: z_bg_dblue_balance.c
* Overlay: ovl_Bg_Dblue_Balance
* Description: Great Bay Temple - See-Saw
* Description: Great Bay Temple - Seesaw and Waterwheel w/ Platforms
*/
#include "prevent_bss_reordering.h"
@ -43,19 +43,19 @@ const ActorInit Bg_Dblue_Balance_InitVars = {
};
typedef struct {
/* 0x00 */ Gfx* unk_00;
/* 0x04 */ CollisionHeader* unk_04;
/* 0x00 */ Gfx* opaDList;
/* 0x04 */ CollisionHeader* colHeader;
/* 0x08 */ u32 unk_08;
/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ ActorFunc unk_14;
/* 0x18 */ ActorFunc unk_18;
} BgDblueBalanceStruct2;
/* 0x14 */ ActorFunc update;
/* 0x18 */ ActorFunc draw;
} BgDblueBalanceTypeInfo; // size = 0x1C
BgDblueBalanceStruct2 D_80B83A20[] = {
BgDblueBalanceTypeInfo sTypeInfo[] = {
{
object_dblue_object_DL_00B8F8,
&object_dblue_object_Colheader_00BC08,
gGreatBayTempleObjectSeesawShaftDL,
&gGreatBayTempleObjectSeesawShaftCol,
0x10,
360.0f,
300.0f,
@ -63,8 +63,8 @@ BgDblueBalanceStruct2 D_80B83A20[] = {
BgDblueBalance_Draw,
},
{
object_dblue_object_DL_00BF48,
&object_dblue_object_Colheader_00C180,
gGreatBayTempleObjectLargeSeesawPlatformDL,
&gGreatBayTempleObjectLargeSeesawPlatformCol,
0x10,
210.0f,
190.0f,
@ -72,8 +72,8 @@ BgDblueBalanceStruct2 D_80B83A20[] = {
BgDblueBalance_Draw,
},
{
object_dblue_object_DL_00C4B8,
&object_dblue_object_Colheader_00C700,
gGreatBayTempleObjectSmallSeesawPlatformDL,
&gGreatBayTempleObjectSmallSeesawPlatformCol,
0x10,
180.0f,
180.0f,
@ -81,8 +81,8 @@ BgDblueBalanceStruct2 D_80B83A20[] = {
BgDblueBalance_Draw,
},
{
object_dblue_object_DL_001E68,
&object_dblue_object_Colheader_002E78,
gGreatBayTempleObjectWaterwheelWithPlatformsDL,
&gGreatBayTempleObjectWaterwheelWithPlatformsCol,
0x30,
1500.0f,
1500.0f,
@ -311,19 +311,19 @@ void BgDblueBalance_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.flags = D_80B83A20[sp2C].unk_08;
this->dyna.actor.uncullZoneScale = D_80B83A20[sp2C].unk_0C;
this->dyna.actor.uncullZoneDownward = D_80B83A20[sp2C].unk_10;
this->dyna.actor.update = D_80B83A20[sp2C].unk_14;
this->dyna.actor.draw = D_80B83A20[sp2C].unk_18;
this->dyna.actor.flags = sTypeInfo[sp2C].unk_08;
this->dyna.actor.uncullZoneScale = sTypeInfo[sp2C].unk_0C;
this->dyna.actor.uncullZoneDownward = sTypeInfo[sp2C].unk_10;
this->dyna.actor.update = sTypeInfo[sp2C].update;
this->dyna.actor.draw = sTypeInfo[sp2C].draw;
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(play, &this->dyna, D_80B83A20[sp2C].unk_04);
DynaPolyActor_LoadMesh(play, &this->dyna, sTypeInfo[sp2C].colHeader);
if (sp2C == 3) {
D_80B83C70 = Lib_SegmentedToVirtual(object_dblue_object_Matanimheader_00CE00);
D_80B83C70 = Lib_SegmentedToVirtual(gGreatBayTempleObjectWaterwheelSplashTexAnim);
} else if (sp2C == 0) {
D_80B83C74 = Lib_SegmentedToVirtual(object_dblue_object_Matanimheader_00D250);
D_80B83C74 = Lib_SegmentedToVirtual(gGreatBayTempleObjectSeesawSplashTexAnim);
}
if (sp2C == 0) {
@ -645,11 +645,11 @@ void func_80B83518(Actor* thisx, PlayState* play) {
void BgDblueBalance_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueBalance* this = THIS;
BgDblueBalanceStruct2* ptr2 = &D_80B83A20[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
BgDblueBalanceTypeInfo* ptr2 = &sTypeInfo[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
BgDblueBalance* sp38;
Gfx* gfx;
Gfx_DrawDListOpa(play, ptr2->unk_00);
Gfx_DrawDListOpa(play, ptr2->opaDList);
if (!(BGDBLUEBALANCE_GET_300(&this->dyna.actor)) && (this->unk_160 != NULL)) {
AnimatedMat_Draw(play, D_80B83C74);
@ -666,7 +666,7 @@ void BgDblueBalance_Draw(Actor* thisx, PlayState* play) {
gSPDisplayList(gfx++, &sSetupDL[6 * 25]);
gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(gfx++, 0, 0, 0, this->unk_183);
gSPDisplayList(gfx++, object_dblue_object_DL_00D110);
gSPDisplayList(gfx++, gGreatBayTempleObjectSeesawSplashDL);
POLY_XLU_DISP = gfx;
@ -681,7 +681,7 @@ void func_80B83758(Actor* thisx, PlayState* play) {
Gfx* gfx;
s32 i;
BgDblueBalanceStruct* ptr;
BgDblueBalanceStruct2* ptr2;
BgDblueBalanceTypeInfo* ptr2;
s32 temp;
if (this->unk_178 != 0) {
@ -695,8 +695,8 @@ void func_80B83758(Actor* thisx, PlayState* play) {
}
if (this->dyna.actor.flags & ACTOR_FLAG_40) {
ptr2 = &D_80B83A20[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
Gfx_DrawDListOpa(play, ptr2->unk_00);
ptr2 = &sTypeInfo[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
Gfx_DrawDListOpa(play, ptr2->opaDList);
if (this->unk_183 != 0) {
AnimatedMat_Draw(play, D_80B83C70);
@ -717,7 +717,7 @@ void func_80B83758(Actor* thisx, PlayState* play) {
temp = ptr->unk_0E * (f32)this->unk_183 * 0.003921569f;
gDPSetEnvColor(gfx++, 0, 0, 0, temp);
gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, object_dblue_object_DL_00CD10);
gSPDisplayList(gfx++, gGreatBayTempleObjectWaterwheelSplashDL);
}
}

View File

@ -1,7 +1,7 @@
/*
* File: z_bg_dblue_movebg.c
* Overlay: ovl_Bg_Dblue_Movebg
* Description: Great Bay Temple - Waterwheels and push switches
* Description: Great Bay Temple - Waterwheels, push switches, gear shafts, and whirlpools
*/
#include "prevent_bss_reordering.h"
@ -57,42 +57,42 @@ const ActorInit Bg_Dblue_Movebg_InitVars = {
(ActorFunc)BgDblueMovebg_Draw,
};
Gfx* D_80A2B8AC[] = {
static Gfx* sOpaDLists[] = {
NULL,
object_dblue_object_DL_0069D8,
gGreatBayTempleObjectTwoWaySwitchDL,
NULL,
NULL,
NULL,
NULL,
object_dblue_object_DL_004848,
object_dblue_object_DL_0061B8,
gGreatBayTempleObjectGearShaftWithPlatformsDL,
gGreatBayTempleObjectOneWaySwitchDL,
NULL,
NULL,
NULL,
NULL,
};
Gfx* D_80A2B8DC[] = {
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, object_dblue_object_DL_00CAA0, NULL,
static Gfx* sXluDLists[] = {
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, gGreatBayTempleObjectWhirlpoolDL, NULL,
};
CollisionHeader* D_80A2B90C[] = {
static CollisionHeader* sColHeaders[] = {
NULL,
&object_dblue_object_Colheader_006EA8,
&gGreatBayTempleObjectTwoWaySwitchCol,
NULL,
NULL,
NULL,
&object_dblue_object_Colheader_00D3DC,
&object_dblue_object_Colheader_005D28,
&object_dblue_object_Colheader_00714C,
&object_dblue_object_Colheader_00AED0,
&object_dblue_object_Colheader_00AED0,
&gGreatBayTempleObjectUnusedCol,
&gGreatBayTempleObjectGearShaftWithPlatformsCol,
&gGreatBayTempleObjectOneWaySwitchCol,
&gGreatBayTempleObjectWaterwheelCol,
&gGreatBayTempleObjectWaterwheelCol,
NULL,
NULL,
};
AnimatedMaterial* D_80A2B93C[] = {
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, object_dblue_object_Matanimheader_00CC18, NULL,
static AnimatedMaterial* sTexAnims[] = {
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, gGreatBayTempleObjectWhirlpoolTexAnim, NULL,
};
s16 D_80A2B96C[] = { 0, 0x16C, -0x16C, 0 };
@ -189,13 +189,13 @@ void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
D_80A2BBF4.unk_01 = 1;
}
if (D_80A2B90C[this->unk_160] != NULL) {
DynaPolyActor_LoadMesh(play, &this->dyna, D_80A2B90C[this->unk_160]);
if (sColHeaders[this->unk_160] != NULL) {
DynaPolyActor_LoadMesh(play, &this->dyna, sColHeaders[this->unk_160]);
}
this->unk_164 = D_80A2B8AC[this->unk_160];
this->unk_168 = D_80A2B8DC[this->unk_160];
this->unk_16C = D_80A2B93C[this->unk_160];
this->opaDList = sOpaDLists[this->unk_160];
this->xluDList = sXluDLists[this->unk_160];
this->texAnim = sTexAnims[this->unk_160];
SubS_FillCutscenesList(&this->dyna.actor, this->unk_1B6, ARRAY_COUNT(this->unk_1B6));
@ -341,9 +341,9 @@ void func_80A2A1E0(BgDblueMovebg* this, PlayState* play) {
this->dyna.actor.shape.rot.y += this->unk_1CC;
if (play->roomCtx.currRoom.num == 0) {
this->unk_164 = object_dblue_object_DL_004848;
this->opaDList = gGreatBayTempleObjectGearShaftWithPlatformsDL;
} else if (play->roomCtx.currRoom.num == 8) {
this->unk_164 = NULL;
this->opaDList = NULL;
}
if (play->roomCtx.currRoom.num != this->unk_170) {
@ -678,9 +678,9 @@ void func_80A2AED0(BgDblueMovebg* this, PlayState* play) {
}
if (play->roomCtx.currRoom.num == 0) {
this->unk_164 = object_dblue_object_DL_008778;
this->opaDList = gGreatBayTempleObjectWaterwheelDL;
} else if (play->roomCtx.currRoom.num == 8) {
this->unk_164 = object_dblue_object_DL_00A528;
this->opaDList = gGreatBayTempleObjectWaterwheelWithFakeGearDL;
}
if (this == D_80A2BBF0) {
@ -756,7 +756,7 @@ void func_80A2B308(Actor* thisx, PlayState* play) {
func_8012C28C(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->unk_164);
gSPDisplayList(POLY_OPA_DISP++, this->opaDList);
CLOSE_DISPS(play->state.gfxCtx);
}
@ -774,34 +774,34 @@ void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx);
if ((this->unk_160 == 9) || (this->unk_160 == 8) || (this->dyna.actor.flags & ACTOR_FLAG_40)) {
if (this->unk_16C != NULL) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(this->unk_16C));
if (this->texAnim != NULL) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(this->texAnim));
}
if ((this->unk_164 != 0) || (this->unk_160 == 6)) {
if ((this->opaDList != NULL) || (this->unk_160 == 6)) {
gfx2 = Gfx_CallSetupDL(POLY_OPA_DISP, 0x19);
gSPMatrix(&gfx2[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->unk_160 == 6) {
gSPDisplayList(&gfx2[1], object_dblue_object_DL_0052B8);
if (this->unk_164 != 0) {
gSPDisplayList(&gfx2[2], this->unk_164);
gSPDisplayList(&gfx2[1], gGreatBayTempleObjectGearShaftDL);
if (this->opaDList != NULL) {
gSPDisplayList(&gfx2[2], this->opaDList);
POLY_OPA_DISP = &gfx2[3];
} else {
POLY_OPA_DISP = &gfx2[2];
}
} else {
gSPDisplayList(&gfx2[1], this->unk_164);
gSPDisplayList(&gfx2[1], this->opaDList);
POLY_OPA_DISP = &gfx2[2];
}
}
if (this->unk_168 != NULL) {
if (this->xluDList != NULL) {
gfx = func_8012C2B4(POLY_XLU_DISP);
gSPMatrix(&gfx[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(&gfx[1], this->unk_168);
gSPDisplayList(&gfx[1], this->xluDList);
POLY_XLU_DISP = &gfx[2];
}
@ -812,7 +812,7 @@ void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
CLOSE_DISPS(play->state.gfxCtx);
if ((this->unk_160 == 8) && (this->unk_172 & 0x20)) {
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_dblue_object_Matanimheader_00CE00));
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gGreatBayTempleObjectWaterwheelSplashTexAnim));
OPEN_DISPS(play->state.gfxCtx);
@ -844,7 +844,7 @@ void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(gfx++, 255, 255, 255, this->unk_1D8[j][i]);
gSPDisplayList(gfx++, object_dblue_object_DL_00CD10);
gSPDisplayList(gfx++, gGreatBayTempleObjectWaterwheelSplashDL);
Matrix_Pop();
}

View File

@ -17,9 +17,9 @@ typedef struct BgDblueMovebg {
/* 0x000 */ DynaPolyActor dyna;
/* 0x15C */ BgDblueMovebgActionFunc actionFunc;
/* 0x160 */ s32 unk_160;
/* 0x164 */ Gfx* unk_164;
/* 0x168 */ Gfx* unk_168;
/* 0x16C */ TexturePtr unk_16C;
/* 0x164 */ Gfx* opaDList;
/* 0x168 */ Gfx* xluDList;
/* 0x16C */ AnimatedMaterial* texAnim;
/* 0x170 */ s8 unk_170;
/* 0x171 */ s8 unk_171;
/* 0x172 */ u16 unk_172;

View File

@ -1,7 +1,7 @@
/*
* File: z_bg_dblue_waterfall.c
* Overlay: ovl_Bg_Dblue_Waterfall
* Description: Great Bay Temple - Freezable Geyser
* Description: Great Bay Temple - Freezable Waterfall
*/
#include "z_bg_dblue_waterfall.h"
@ -344,7 +344,7 @@ void BgDblueWaterfall_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collider);
this->unk_190 = Lib_SegmentedToVirtual(object_dblue_object_Matanimheader_00B448);
this->unk_190 = Lib_SegmentedToVirtual(gGreatBayTempleObjectWaterfallTexAnim);
Actor_SetFocus(&this->actor, -100.0f);
func_80B84568(this, play);
@ -600,30 +600,30 @@ void BgDblueWaterfall_Draw(Actor* thisx, PlayState* play) {
AnimatedMat_Draw(play, this->unk_190);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x8A, 255, 255, 255, sp38);
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_00B280);
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectWaterfallDL);
}
if (this->unk_19F > 0) {
if (this->unk_19F < 255) {
gSPSegment(POLY_XLU_DISP++, 0x09, D_801AEF88);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x9B, 255, 255, 255, this->unk_19F);
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_003358);
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectIceStalactiteDL);
} else {
func_8012C28C(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x09, D_801AEFA0);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x9B, 255, 255, 255, 255);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_dblue_object_DL_003358);
gSPDisplayList(POLY_OPA_DISP++, gGreatBayTempleObjectIceStalactiteDL);
}
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 255, 255, 255, this->unk_19F);
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_003250);
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectIceStalactiteRimDL);
}
if (this->unk_1A0 > 0) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 255, 255, 255, this->unk_1A0);
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_003770);
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectFrozenWaterfallDL);
}
CLOSE_DISPS(play->state.gfxCtx);

View File

@ -78,7 +78,7 @@ ShutterInfo D_808A21B0[] = {
{ gameplay_keep_DL_077990, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ object_numa_obj_DL_007150, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ object_hakugin_obj_DL_000128, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ object_dblue_object_DL_017D00, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ gGreatBayTempleObjectDoorDL, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ object_ikana_obj_DL_014A40, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ object_redead_obj_DL_0001A0, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
{ object_ikninside_obj_DL_004440, object_ikninside_obj_DL_005260, 130, 0, 20, 15 },

View File

@ -11090,10 +11090,10 @@
0x80A297D0:("D_80A297D0","f32","",0x4),
0x80A2B870:("D_80A2B870","UNK_TYPE1","",0x1),
0x80A2B88C:("Bg_Dblue_Movebg_InitVars","UNK_TYPE1","",0x1),
0x80A2B8AC:("D_80A2B8AC","UNK_TYPE1","",0x1),
0x80A2B8DC:("D_80A2B8DC","UNK_TYPE1","",0x1),
0x80A2B90C:("D_80A2B90C","UNK_TYPE1","",0x1),
0x80A2B93C:("D_80A2B93C","UNK_TYPE1","",0x1),
0x80A2B8AC:("sOpaDLists","UNK_TYPE1","",0x1),
0x80A2B8DC:("sXluDLists","UNK_TYPE1","",0x1),
0x80A2B90C:("sColHeaders","UNK_TYPE1","",0x1),
0x80A2B93C:("sTexAnims","UNK_TYPE1","",0x1),
0x80A2B96C:("D_80A2B96C","UNK_TYPE1","",0x1),
0x80A2B974:("D_80A2B974","UNK_TYPE2","",0x2),
0x80A2B978:("D_80A2B978","UNK_TYPE1","",0x1),
@ -15082,7 +15082,7 @@
0x80B82228:("D_80B82228","f32","",0x4),
0x80B8222C:("D_80B8222C","f32","",0x4),
0x80B83A00:("Bg_Dblue_Balance_InitVars","UNK_TYPE1","",0x1),
0x80B83A20:("D_80B83A20","UNK_TYPE4","",0x4),
0x80B83A20:("sTypeInfo","UNK_TYPE4","",0x4),
0x80B83A74:("D_80B83A74","UNK_TYPE1","",0x1),
0x80B83A90:("D_80B83A90","UNK_TYPE1","",0x1),
0x80B83A92:("D_80B83A92","UNK_TYPE1","",0x1),