EnMag OK and documented (#547)

* Name textures in object_mag

* Corrections

* tabs -> spaces

* OK, data imported

* Remove obsolete comment

* Start documentation

* Defines for most texture sizes

* Name most static variables, add state enum

* Macros, name all the statics

* Couple of minor tweaks to other files

* Name some more effect stuff

* Fix kanfont data

* Name everything else, move macros

* Format

* Review
This commit is contained in:
EllipticEllipsis 2022-01-16 17:55:03 +00:00 committed by GitHub
parent b47941968d
commit 924fa9aadf
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 1045 additions and 67 deletions

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@ -5,18 +5,20 @@
<Texture Name="gTitleScreenMajorasMaskSubtitleMaskTex" OutName="title_screen_majoras_mask_subtitle_mask" Format="i8" Width="104" Height="16" Offset="0x9680"/><!-- Masking the flame effect -->
<Texture Name="gTitleScreenTheLegendOfTextTex" OutName="title_screen_the_legend_of_text" Format="i8" Width="72" Height="8" Offset="0x9D00"/>
<Texture Name="gTitleScreenMaskGlowDim00Tex" OutName="title_screen_mask_glow_dim_0_0" Format="i4" Width="64" Height="64" Offset="0x9F40"/>
<Texture Name="gTitleScreenMaskGlowDim01Tex" OutName="title_screen_mask_glow_dim_0_1" Format="i4" Width="64" Height="64" Offset="0xA740"/>
<Texture Name="gTitleScreenMaskGlowDim10Tex" OutName="title_screen_mask_glow_dim_1_0" Format="i4" Width="64" Height="64" Offset="0xAF40"/>
<Texture Name="gTitleScreenMaskGlowDim11Tex" OutName="title_screen_mask_glow_dim_1_1" Format="i4" Width="64" Height="64" Offset="0xB740"/>
<Texture Name="gTitleScreenZeldaGlow0Tex" OutName="title_screen_zelda_glow_0" Format="i4" Width="64" Height="64" Offset="0xBF40"/>
<Texture Name="gTitleScreenZeldaGlow1Tex" OutName="title_screen_zelda_glow_1" Format="i4" Width="64" Height="64" Offset="0xC740"/>
<Texture Name="gTitleScreenMaskGlowBright00Tex" OutName="title_screen_mask_glow_bright_0_0" Format="i4" Width="64" Height="64" Offset="0xCF40"/>
<Texture Name="gTitleScreenMaskGlowBright01Tex" OutName="title_screen_mask_glow_bright_0_1" Format="i4" Width="64" Height="64" Offset="0xD740"/>
<Texture Name="gTitleScreenMaskGlowBright10Tex" OutName="title_screen_mask_glow_bright_1_0" Format="i4" Width="64" Height="64" Offset="0xDF40"/>
<Texture Name="gTitleScreenMaskGlowBright11Tex" OutName="title_screen_mask_glow_bright_1_1" Format="i4" Width="64" Height="64" Offset="0xE740"/>
<Texture Name="gTitleScreenGlowRight0Tex" OutName="title_screen_glow_right_0" Format="i4" Width="64" Height="64" Offset="0xEF40"/>
<Texture Name="gTitleScreenGlowRight1Tex" OutName="title_screen_glow_right_1" Format="i4" Width="64" Height="64" Offset="0xF740"/>
<Texture Name="gTitleScreenDisplayEffectMask00Tex" OutName="title_screen_display_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0x9F40"/>
<Texture Name="gTitleScreenDisplayEffectMask01Tex" OutName="title_screen_display_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0xA740"/>
<Texture Name="gTitleScreenDisplayEffectMask10Tex" OutName="title_screen_display_effect_mask_1_0" Format="i4" Width="64" Height="64" Offset="0xAF40"/>
<Texture Name="gTitleScreenDisplayEffectMask11Tex" OutName="title_screen_display_effect_mask_1_1" Format="i4" Width="64" Height="64" Offset="0xB740"/>
<Texture Name="gTitleScreenDisplayEffectMask02Tex" OutName="title_screen_display_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0xBF40"/>
<Texture Name="gTitleScreenDisplayEffectMask12Tex" OutName="title_screen_display_effect_mask_1_2" Format="i4" Width="64" Height="64" Offset="0xC740"/>
<Texture Name="gTitleScreenAppearEffectMask00Tex" OutName="title_screen_appear_effect_mask_0_0" Format="i4" Width="64" Height="64" Offset="0xCF40"/>
<Texture Name="gTitleScreenAppearEffectMask01Tex" OutName="title_screen_appear_effect_mask_0_1" Format="i4" Width="64" Height="64" Offset="0xD740"/>
<Texture Name="gTitleScreenAppearEffectMask10Tex" OutName="title_screen_appear_effect_mask_1_0" Format="i4" Width="64" Height="64" Offset="0xDF40"/>
<Texture Name="gTitleScreenAppearEffectMask11Tex" OutName="title_screen_appear_effect_mask_1_1" Format="i4" Width="64" Height="64" Offset="0xE740"/>
<Texture Name="gTitleScreenAppearEffectMask02Tex" OutName="title_screen_appear_effect_mask_0_2" Format="i4" Width="64" Height="64" Offset="0xEF40"/>
<Texture Name="gTitleScreenAppearEffectMask12Tex" OutName="title_screen_appear_effect_mask_1_2" Format="i4" Width="64" Height="64" Offset="0xF740"/>
<Texture Name="gTitleScreenFlame0Tex" OutName="title_screen_flame_0" Format="i8" Width="32" Height="32" Offset="0xFF40"/>
<Texture Name="gTitleScreenFlame1Tex" OutName="title_screen_flame_1" Format="i8" Width="32" Height="32" Offset="0x10340"/>
<Texture Name="gTitleScreenFlame2Tex" OutName="title_screen_flame_2" Format="i8" Width="32" Height="32" Offset="0x10740"/>

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@ -3768,7 +3768,7 @@ void func_801A3CD8(s8 param_1);
// void func_801A3D98(void);
// void func_801A3E38(void);
// void func_801A3EC0(void);
void func_801A3F54(s32 arg0);
void func_801A3F54(u8 flag);
// void func_801A3F6C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6);
// void func_801A3FB4(void);
// void func_801A3FFC(UNK_TYPE1 param_1);

View File

@ -127,6 +127,21 @@ extern GraphicsContext* __gfxCtx;
#define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - (size))))
// Custom gbi macro
#define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \
{ \
gDPPipeSync(pkt); \
gDPTileSync(pkt); \
gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, \
masks, shifts); \
gDPTileSync(pkt); \
gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_RENDERTILE, pal, cmt, maskt, shiftt, \
cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, ((width)-1) << G_TEXTURE_IMAGE_FRAC, \
((height)-1) << G_TEXTURE_IMAGE_FRAC); \
} \
(void)0
#define ALIGN8(val) (((val) + 7) & ~7)
#define ALIGN16(val) (((val) + 0xF) & ~0xF)
#define ALIGN64(val) (((val) + 0x3F) & ~0x3F)

View File

@ -167,8 +167,10 @@ typedef struct {
/* 0x5 */ Color_RGB8 envColor;
} FireObjLightParams; // size = 0x8
#define FONT_CHAR_TEX_WIDTH 16
#define FONT_CHAR_TEX_HEIGHT 16
//! @TODO: Make this use `sizeof(AnyFontTextureSymbol)`
#define FONT_CHAR_TEX_SIZE ((16 * 16) / 2)
#define FONT_CHAR_TEX_SIZE ((16 * 16) / 2) // 16x16 I4 texture
// Font textures are loaded into here
typedef struct {

3
spec
View File

@ -1754,8 +1754,7 @@ beginseg
name "ovl_En_Mag"
compress
include "build/src/overlays/actors/ovl_En_Mag/z_en_mag.o"
include "build/data/ovl_En_Mag/ovl_En_Mag.data.o"
include "build/data/ovl_En_Mag/ovl_En_Mag.reloc.o"
include "build/src/overlays/actors/ovl_En_Mag/ovl_En_Mag_reloc.o"
endseg
beginseg

View File

@ -34,7 +34,7 @@ f32 func_80179400(s32 n) {
//! @bug No check for negative argument. Will read the array out-of-bounds if the argument is negative.
//! (The OoT version does an unsigned check instead, which will return sFactorialTbl[12] for a negative argument.)
if (n > 12) {
if (n >= ARRAY_COUNT(sFactorialTbl)) {
ret = sFactorialTbl[12];
for (i = 13; i <= n; i++) {
ret *= i;

View File

@ -19,11 +19,13 @@ void Font_LoadMessageBoxEndIcon(Font* font, u16 icon) {
FONT_CHAR_TEX_SIZE);
}
static u8 sFontOrdering[] = "\x10\x11\x12\x13\x14\x15\x16\x17\x18\x19"
"!\"#$%&\'()*+,-./0123456789:ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"\x00\x0D\x0E\x1A"
"afjmosvwxyz{|}~"
"\x7F\x80\x81\x84\x86\x87\x88\x89\x8A\x8B\x8C";
static u8 sFontOrdering[] = {
0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29,
0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F, 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x41, 0x42,
0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0x52, 0x53, 0x54, 0x55,
0x56, 0x57, 0x58, 0x59, 0x5A, 0x00, 0x0D, 0x0E, 0x1A, 0x61, 0x66, 0x6A, 0x6D, 0x6F, 0x73, 0x76, 0x77, 0x78, 0x79,
0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F, 0x80, 0x81, 0x84, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C,
};
void Font_LoadOrderedFont(Font* font) {
u32 loadOffset;
@ -36,7 +38,7 @@ void Font_LoadOrderedFont(Font* font) {
if (sFontOrdering[codePointIndex] == 0) {
loadOffset = 0;
}
// UB to convert pointer to u32
DmaMgr_SendRequest0(writeLocation, (uintptr_t)SEGMENT_ROM_START(nes_font_static) + loadOffset,
FONT_CHAR_TEX_SIZE);
if (sFontOrdering[codePointIndex] == 0x8C) {

View File

@ -5,6 +5,7 @@
*/
#include "z_en_mag.h"
#include "objects/object_mag/object_mag.h"
#define FLAGS 0x00000030
@ -15,7 +16,75 @@ void EnMag_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnMag_Update(Actor* thisx, GlobalContext* globalCtx);
void EnMag_Draw(Actor* thisx, GlobalContext* globalCtx);
#if 0
/**
* Steps `var` towards `target` linearly, so that it will arrive in `timeRemaining` seconds. Can be used from either
* direction. `timeRemaining` must be decremented separately for this to work properly, and obviously timeRemaining = 0
* must be handled separately.
*
* @param var Variable to step.
* @param target Target to step towards.
* @param timeRemaining Number of times this function should be run for `var` to reach `target`
* @param stepVar Variable to use for the step (required to match).
*
* The progression is not quite linear because of truncation in the division, but the variable will always reach
* `target` at the appropriate time since the last step is always the full difference.
*/
#define TIMED_STEP_TO(var, target, timeRemaining, stepVar) \
{ \
stepVar = ABS_ALT(var - target) / timeRemaining; \
if (var >= target) { \
var -= stepVar; \
} else { \
var += stepVar; \
} \
} \
(void)0
/**
* Similar to `TIMED_STEP_TO`, but will always increase `var`. If var > target, this will eventually increase `var` by
* an amount that is at most ( timeRemaining + 1 ) * | var - target |, but which depends on the amount lost to
* truncation from the divisions.
*/
#define TIMED_STEP_UP_TO(var, target, timeRemaining, stepVar) \
{ \
stepVar = ABS_ALT(var - target) / timeRemaining; \
var += stepVar; \
} \
(void)0
/**
* Similar to `TIMED_STEP_TO`, but will always increase `var`. If var < target, this will eventually dncrease `var` by
* an amount that is at most ( timeRemaining + 1 ) * | var - target |, but which depends on the amount lost to
* truncation from the divisions.
*/
#define TIMED_STEP_DOWN_TO(var, target, timeRemaining, stepVar) \
{ \
stepVar = ABS_ALT(var - target) / timeRemaining; \
var -= stepVar; \
} \
(void)0
typedef enum {
/* 0 */ MAG_STATE_INITIAL,
/* 1 */ MAG_STATE_FADE_IN_MASK_EFFECTS,
/* 2 */ MAG_STATE_FADE_IN_MASK,
/* 3 */ MAG_STATE_FADE_IN_MAIN_TITLE,
/* 5 */ MAG_STATE_FADE_IN_SUBTITLE = 5,
/* 6 */ MAG_STATE_FADE_IN_COPYRIGHT, // And PRESS START
/* 10 */ MAG_STATE_CALLED = 10, // by a button press
/* 13 */ MAG_STATE_DISPLAY = 13, // Buttons will trigger File Select state
/* 20 */ MAG_STATE_FADE_OUT = 20,
/* 21 */ MAG_STATE_POST_DISPLAY // Go to next scene
} EnMagState;
static s16 sInputDelayTimer = 0;
static s16 sZeldaEffectColorTimer = 30;
static s16 sZeldaEffectColorTargetIndex = 0;
static s16 sTextAlphaTargetIndex = 0;
static s16 sTextAlphaTimer = 20;
const ActorInit En_Mag_InitVars = {
ACTOR_EN_MAG,
ACTORCAT_PROP,
@ -28,28 +97,878 @@ const ActorInit En_Mag_InitVars = {
(ActorFunc)EnMag_Draw,
};
#endif
void EnMag_Init(Actor* thisx, GlobalContext* globalCtx) {
EnMag* this = THIS;
u16 i;
extern UNK_TYPE D_06011E48;
this->unk11F54 = 6;
this->unk11F56 = 10;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/EnMag_Init.s")
for (i = 0; i < 6; i++) {
this->effectScrollSs[i] = 0;
this->effectScrollTs[i] = 0;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/EnMag_Destroy.s")
this->appearEffectPrimColor[0] = 255;
this->appearEffectPrimColor[1] = 155;
this->appearEffectPrimColor[2] = 255;
this->appearEffectEnvColor[0] = 0;
this->appearEffectEnvColor[1] = 255;
this->appearEffectEnvColor[2] = 155;
this->appearEffectPrimLodFrac = 20;
this->appearEffectAlpha = 0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096B604.s")
this->displayEffectPrimColor[0] = 255;
this->displayEffectPrimColor[1] = 155;
this->displayEffectPrimColor[2] = 255;
this->displayEffectEnvColor[0] = 0;
this->displayEffectEnvColor[1] = 255;
this->displayEffectEnvColor[2] = 155;
this->displayEffectPrimLodFrac = 55;
this->displayEffectAlpha = 0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/EnMag_Update.s")
this->majorasMaskAlpha = 0;
this->majorasMaskEnvColor[0] = this->majorasMaskEnvColor[1] = this->majorasMaskEnvColor[2] = 255;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096C998.s")
this->mainTitleAlpha = this->subtitleAlpha = this->unk11F32 = this->copyrightAlpha = 0;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096CBB0.s")
this->unk11F02 = 30;
this->unk11F00 = this->state = MAG_STATE_INITIAL;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096CDC8.s")
if (gSaveContext.unk_3F1E != 0) {
this->mainTitleAlpha = 210;
this->unk11F32 = 255;
this->copyrightAlpha = 255;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096D230.s")
this->appearEffectPrimLodFrac = 100;
this->appearEffectAlpha = 255;
this->appearEffectPrimColor[0] = 255;
this->appearEffectPrimColor[1] = 255;
this->appearEffectPrimColor[2] = 255;
this->appearEffectEnvColor[0] = 0;
this->appearEffectEnvColor[1] = 255;
this->appearEffectEnvColor[2] = 155;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096D60C.s")
this->displayEffectPrimLodFrac = 100;
this->displayEffectAlpha = 255;
this->displayEffectPrimColor[0] = 255;
this->displayEffectPrimColor[1] = 255;
this->displayEffectPrimColor[2] = 255;
this->displayEffectEnvColor[0] = 0;
this->displayEffectEnvColor[1] = 255;
this->displayEffectEnvColor[2] = 155;
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/func_8096D74C.s")
gSaveContext.unk_3F1E = 0;
this->state = MAG_STATE_FADE_IN_MASK;
sInputDelayTimer = 20;
gSaveContext.fadeDuration = 1;
gSaveContext.unk_3F51 = 255;
}
#pragma GLOBAL_ASM("asm/non_matchings/overlays/ovl_En_Mag/EnMag_Draw.s")
Font_LoadOrderedFont(&this->font);
this->unk11F58 = 0;
this->unk11F5A = 0;
this->unk11F5C = 0;
this->unk11F60 = 0;
this->majorasMaskEffectsFadeInTimer = 25;
this->majorasMaskFadeInTimer = 25;
this->mainTitleAlphaFadeInTimer = 20;
this->effectAlphaFadeInTimer = 40;
this->subtitleFadeInTimer = 10;
this->copyrightFadeInTimer = 10;
this->fadeOutTimer = 15;
sZeldaEffectColorTimer = 30;
sZeldaEffectColorTargetIndex = 0;
}
void EnMag_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnMag_UpdateDisplayEffectColors(Actor* thisx) {
static s16 sDisplayEffectPrimRedTargets[] = { 155, 255 };
static s16 sDisplayEffectPrimGreenTargets[] = { 255, 155 };
static s16 sDisplayEffectPrimBlueTargets[] = { 55, 255 };
static s16 sDisplayEffectEnvRedTargets[] = { 255, 0 };
static s16 sDisplayEffectEnvBlueTargets[] = { 255, 155 };
EnMag* this = THIS;
s16 colorStep;
TIMED_STEP_TO(this->displayEffectPrimColor[0], sDisplayEffectPrimRedTargets[sZeldaEffectColorTargetIndex],
sZeldaEffectColorTimer, colorStep);
TIMED_STEP_TO(this->displayEffectPrimColor[1], sDisplayEffectPrimGreenTargets[sZeldaEffectColorTargetIndex],
sZeldaEffectColorTimer, colorStep);
TIMED_STEP_TO(this->displayEffectPrimColor[2], sDisplayEffectPrimBlueTargets[sZeldaEffectColorTargetIndex],
sZeldaEffectColorTimer, colorStep);
TIMED_STEP_TO(this->displayEffectEnvColor[0], sDisplayEffectEnvRedTargets[sZeldaEffectColorTargetIndex],
sZeldaEffectColorTimer, colorStep);
// Skips 1, i.e. green.
TIMED_STEP_TO(this->displayEffectEnvColor[2], sDisplayEffectEnvBlueTargets[sZeldaEffectColorTargetIndex],
sZeldaEffectColorTimer, colorStep);
sZeldaEffectColorTimer--;
if (sZeldaEffectColorTimer == 0) {
this->displayEffectPrimColor[0] = sDisplayEffectPrimRedTargets[sZeldaEffectColorTargetIndex];
this->displayEffectPrimColor[1] = sDisplayEffectPrimGreenTargets[sZeldaEffectColorTargetIndex];
this->displayEffectPrimColor[2] = sDisplayEffectPrimBlueTargets[sZeldaEffectColorTargetIndex];
this->displayEffectEnvColor[0] = sDisplayEffectEnvRedTargets[sZeldaEffectColorTargetIndex];
// Skips 1, i.e. green.
this->displayEffectEnvColor[2] = sDisplayEffectEnvBlueTargets[sZeldaEffectColorTargetIndex];
sZeldaEffectColorTimer = 30;
sZeldaEffectColorTargetIndex ^= 1;
}
}
/**
* Controls the actions performed using a switch and the `state` struct variable rather than action functions. Most of
* these are to do with fading various parts in and out.
*/
void EnMag_Update(Actor* thisx, GlobalContext* globalCtx) {
static s16 sAppearEffectPrimGreenTargets[] = { 255, 155 };
static s16 sAppearEffectEnvRedTargets[] = { 255, 0 };
static s16 sAppearEffectEnvBlueTargets[] = { 0, 155 };
s16 step;
s32 pad[2];
EnMag* this = THIS;
if (gSaveContext.fileNum != 0xFEDC) {
if (this->state == MAG_STATE_INITIAL) {
if (CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_START) ||
CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_B)) {
if (!EnvFlags_Get(globalCtx, 4)) {
play_sound(NA_SE_SY_PIECE_OF_HEART);
this->state = MAG_STATE_CALLED;
this->unk11F00 = 0;
this->unk11F02 = 30;
sInputDelayTimer = 20;
gSaveContext.fadeDuration = 1;
gSaveContext.unk_3F51 = 255;
}
}
} else {
switch (this->state) {
case MAG_STATE_FADE_IN_MASK_EFFECTS:
TIMED_STEP_TO(this->appearEffectPrimColor[1], sAppearEffectPrimGreenTargets[0],
this->majorasMaskEffectsFadeInTimer, step);
TIMED_STEP_TO(this->appearEffectEnvColor[0], sAppearEffectEnvRedTargets[0],
this->majorasMaskEffectsFadeInTimer, step);
TIMED_STEP_TO(this->appearEffectEnvColor[2], sAppearEffectEnvBlueTargets[0],
this->majorasMaskEffectsFadeInTimer, step);
TIMED_STEP_UP_TO(this->appearEffectAlpha, 255, this->majorasMaskEffectsFadeInTimer, step);
TIMED_STEP_UP_TO(this->appearEffectPrimLodFrac, 32, this->majorasMaskEffectsFadeInTimer, step);
this->majorasMaskEffectsFadeInTimer--;
if (this->majorasMaskEffectsFadeInTimer == 0) {
this->appearEffectPrimColor[1] = sAppearEffectPrimGreenTargets[0];
this->appearEffectEnvColor[0] = sAppearEffectEnvRedTargets[0];
this->appearEffectEnvColor[2] = sAppearEffectEnvBlueTargets[0];
this->appearEffectAlpha = 255;
this->state = MAG_STATE_FADE_IN_MASK;
this->delayTimer = 5;
}
break;
case MAG_STATE_FADE_IN_MASK:
if (this->delayTimer == 0) {
TIMED_STEP_TO(this->appearEffectPrimColor[1], sAppearEffectPrimGreenTargets[1],
this->majorasMaskFadeInTimer, step);
TIMED_STEP_TO(this->appearEffectEnvColor[0], sAppearEffectEnvRedTargets[1],
this->majorasMaskFadeInTimer, step);
TIMED_STEP_TO(this->appearEffectEnvColor[2], sAppearEffectEnvBlueTargets[1],
this->majorasMaskFadeInTimer, step);
TIMED_STEP_UP_TO(this->appearEffectPrimLodFrac, 128, this->majorasMaskFadeInTimer, step);
TIMED_STEP_UP_TO(this->majorasMaskAlpha, 255, this->majorasMaskFadeInTimer, step);
this->majorasMaskFadeInTimer--;
if (this->majorasMaskFadeInTimer == 0) {
this->appearEffectPrimColor[1] = sAppearEffectPrimGreenTargets[1];
this->appearEffectEnvColor[0] = sAppearEffectEnvRedTargets[1];
this->appearEffectEnvColor[2] = sAppearEffectEnvBlueTargets[1];
this->appearEffectPrimLodFrac = 128;
this->majorasMaskAlpha = 255;
this->state = MAG_STATE_FADE_IN_MAIN_TITLE;
this->delayTimer = 5;
}
} else {
this->delayTimer--;
}
break;
case MAG_STATE_FADE_IN_MAIN_TITLE:
if (this->delayTimer == 0) {
TIMED_STEP_UP_TO(this->mainTitleAlpha, 255, this->mainTitleAlphaFadeInTimer, step);
this->mainTitleAlphaFadeInTimer--;
if (this->mainTitleAlphaFadeInTimer == 0) {
this->mainTitleAlphaFadeInTimer = 1;
this->mainTitleAlpha = 255;
}
TIMED_STEP_DOWN_TO(this->appearEffectAlpha, 60, this->effectAlphaFadeInTimer, step);
TIMED_STEP_UP_TO(this->displayEffectAlpha, 255, this->effectAlphaFadeInTimer, step);
TIMED_STEP_UP_TO(this->displayEffectPrimLodFrac, 128, this->effectAlphaFadeInTimer, step);
this->effectAlphaFadeInTimer--;
if (this->effectAlphaFadeInTimer == 0) {
this->appearEffectAlpha = 60;
this->displayEffectAlpha = 255;
this->displayEffectPrimLodFrac = 128;
this->state = MAG_STATE_FADE_IN_SUBTITLE;
this->delayTimer = 20;
}
} else {
this->delayTimer--;
}
break;
case MAG_STATE_FADE_IN_SUBTITLE:
EnMag_UpdateDisplayEffectColors(&this->actor);
if (this->delayTimer == 0) {
TIMED_STEP_UP_TO(this->subtitleAlpha, 255, this->subtitleFadeInTimer, step);
this->subtitleFadeInTimer--;
if (this->subtitleFadeInTimer == 0) {
this->displayEffectAlpha = 255;
this->state = MAG_STATE_FADE_IN_COPYRIGHT;
this->delayTimer = 20;
}
} else {
this->delayTimer--;
}
break;
case MAG_STATE_FADE_IN_COPYRIGHT:
EnMag_UpdateDisplayEffectColors(&this->actor);
if (this->delayTimer == 0) {
TIMED_STEP_UP_TO(this->copyrightAlpha, 255, this->copyrightFadeInTimer, step);
this->copyrightFadeInTimer--;
if (this->copyrightFadeInTimer == 0) {
this->copyrightAlpha = 255;
this->state = MAG_STATE_DISPLAY;
}
} else {
this->delayTimer--;
}
break;
case MAG_STATE_CALLED:
this->appearEffectPrimColor[1] = sAppearEffectPrimGreenTargets[0];
this->appearEffectEnvColor[0] = sAppearEffectEnvRedTargets[0];
this->appearEffectEnvColor[2] = sAppearEffectEnvBlueTargets[0];
this->appearEffectAlpha = 60;
this->appearEffectPrimLodFrac = 128;
this->majorasMaskAlpha = 255;
this->mainTitleAlpha = 255;
this->displayEffectAlpha = 255;
this->displayEffectPrimLodFrac = 128;
this->subtitleAlpha = 255;
this->copyrightAlpha = 255;
this->state = MAG_STATE_DISPLAY;
break;
case MAG_STATE_DISPLAY:
EnMag_UpdateDisplayEffectColors(&this->actor);
if (sInputDelayTimer == 0) {
if (CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_START) ||
CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_B)) {
if (globalCtx->sceneLoadFlag != 0x14) {
func_801A3F54(false);
D_801BB12C++;
if (D_801BB12C >= 2) {
D_801BB12C = 0;
}
play_sound(NA_SE_SY_PIECE_OF_HEART);
gSaveContext.gameMode = 2; // Go to FileChoose
globalCtx->sceneLoadFlag = 0x14;
globalCtx->unk_1887F = 2;
globalCtx->nextEntranceIndex = 0x1C00;
gSaveContext.cutscene = 0;
gSaveContext.sceneSetupIndex = 0;
}
this->unk11F54 = 15;
this->unk11F56 = 25;
this->state = MAG_STATE_FADE_OUT;
}
} else {
sInputDelayTimer--;
}
break;
case MAG_STATE_FADE_OUT:
TIMED_STEP_DOWN_TO(this->appearEffectAlpha, 0, this->fadeOutTimer, step);
TIMED_STEP_DOWN_TO(this->majorasMaskAlpha, 0, this->fadeOutTimer, step);
TIMED_STEP_DOWN_TO(this->displayEffectAlpha, 0, this->fadeOutTimer, step);
TIMED_STEP_DOWN_TO(this->mainTitleAlpha, 0, this->fadeOutTimer, step);
TIMED_STEP_DOWN_TO(this->subtitleAlpha, 0, this->fadeOutTimer, step);
TIMED_STEP_DOWN_TO(this->copyrightAlpha, 0, this->fadeOutTimer, step);
this->fadeOutTimer--;
if (this->fadeOutTimer == 0) {
this->appearEffectAlpha = 0;
this->majorasMaskAlpha = 0;
this->mainTitleAlpha = 0;
this->subtitleAlpha = 0;
this->displayEffectAlpha = 0;
this->copyrightAlpha = 0;
this->state = MAG_STATE_POST_DISPLAY;
}
break;
}
// Appear fully immediately if called during fade-in states.
if ((this->state > MAG_STATE_INITIAL) && (this->state < MAG_STATE_CALLED)) {
if (CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_START) ||
CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_A) ||
CHECK_BTN_ALL(CONTROLLER1(globalCtx)->press.button, BTN_B)) {
play_sound(NA_SE_SY_PIECE_OF_HEART);
this->state = MAG_STATE_CALLED;
}
}
}
}
if (this->state == MAG_STATE_INITIAL) {
if (EnvFlags_Get(globalCtx, 3)) {
this->unk11F02 = 40;
this->state = MAG_STATE_FADE_IN_MASK_EFFECTS;
}
} else if (this->state < MAG_STATE_FADE_OUT) {
if (EnvFlags_Get(globalCtx, 4)) {
this->state = MAG_STATE_FADE_OUT;
}
}
}
/**
* Draws an i8 texture.
*
* @param[in,out] gfxp Pointer to current displaylist.
* @param[in] texture Texture to draw.
* @param[in] texWidth Width of the texture.
* @param[in] texHeight Height of the texture.
* @param[in] rectLeft X coordinate of the top-left of the draw position.
* @param[in] rectTop Y coordinate of the top-left of the draw position.
*/
void EnMag_DrawTextureI8(Gfx** gfxp, TexturePtr texture, s16 texWidth, s16 texHeight, s16 rectLeft, s16 rectTop) {
Gfx* gfx = *gfxp;
gDPLoadTextureBlock(gfx++, texture, G_IM_FMT_I, G_IM_SIZ_8b, texWidth, texHeight, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + texWidth) << 2, (rectTop + texHeight) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
*gfxp = gfx;
}
/**
* Draws an ia8 texture.
*
* @param[in,out] gfxp Pointer to current displaylist.
* @param[in] texture Texture to draw.
* @param[in] texWidth Width of the texture.
* @param[in] texHeight Height of the texture.
* @param[in] rectLeft X coordinate of the top-left of the draw position.
* @param[in] rectTop Y coordinate of the top-left of the draw position.
*/
void EnMag_DrawTextureIA8(Gfx** gfxp, TexturePtr texture, s16 texWidth, s16 texHeight, s16 rectLeft, s16 rectTop) {
Gfx* gfx = *gfxp;
gDPLoadTextureBlock(gfx++, texture, G_IM_FMT_IA, G_IM_SIZ_8b, texWidth, texHeight, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + texWidth) << 2, (rectTop + texHeight) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
*gfxp = gfx;
}
/**
* Draws an i8 effect texture, masking it with an i4 mask, with shifting
*
* @param[in,out] gfxp Pointer to current displaylist.
* @param[in] maskTex Texture with which to mask, i4.
* @param[in] effectTex Effect texture to draw, i8.
* @param[in] maskWidth Width of masking texture.
* @param[in] maskHeight Height of masking texture.
* @param[in] effectWidth Width of effect texture.
* @param[in] effectHeight Height of effect texture.
* @param[in] rectLeft X coordinate of the top-left of the draw position.
* @param[in] rectTop Y coordinate of the top-left of the draw position.
* @param[in] shifts Shift to apply to effect texture's S coordinate to control LOD.
* @param[in] shiftt Shift to apply to effect texture's T coordinate to control LOD.
* @param[in] index Index into the scrolling arrays to use for gDPSetTileSize.
* @param[in] this Pointer to EnMag instance.
*/
void EnMag_DrawEffectTextures(Gfx** gfxp, TexturePtr maskTex, TexturePtr effectTex, s16 maskWidth, s16 maskHeight,
s16 effectWidth, s16 effectHeight, s16 rectLeft, s16 rectTop, u16 shifts, u16 shiftt,
u16 index, EnMag* this) {
Gfx* gfx = *gfxp;
gDPLoadMultiBlock_4b(gfx++, maskTex, 0x0000, G_TX_RENDERTILE, G_IM_FMT_I, maskWidth, maskHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gDPLoadMultiBlock(gfx++, effectTex, 0x0100, 1, G_IM_FMT_I, G_IM_SIZ_8b, effectWidth, effectHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, shifts, shiftt);
gDPSetTileSize(gfx++, 1, this->effectScrollSs[index] & 0x7F, this->effectScrollTs[index] & 0x7F,
(this->effectScrollSs[index] & 0x7F) + 15, (this->effectScrollTs[index] & 0x7F) + 15);
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + maskWidth) << 2, (rectTop + maskHeight) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
*gfxp = gfx;
}
/**
* Draws an rgba32 texture. Because these are so large, this will draw the texture in horizontal stripes, each narrow
* enough that that part of the texture will fit into TMEM's 4kB.
*
* @param[in,out] gfxp Pointer to current displaylist.
* @param[in] centerX X coordinate of the center of the draw position.
* @param[in] centerY Y coordinate of the center of the draw position.
* @param[in] source Texture to draw.
* @param[in] width Width of the texture.
* @param[in] height Height of the texture.
*/
void EnMag_DrawImageRGBA32(Gfx** gfxp, s16 centerX, s16 centerY, TexturePtr source, u32 width, u32 height) {
Gfx* gfx = *gfxp;
uintptr_t curTexture;
s32 textureCount;
u32 rectLeft;
u32 rectTop;
u32 textureHeight;
s32 remainingSize;
s32 textureSize;
s32 pad;
s32 i;
func_8012CA0C(&gfx);
curTexture = source;
rectLeft = centerX - (width / 2);
rectTop = centerY - (height / 2);
textureHeight = TMEM_SIZE / (width << 2);
remainingSize = (width * height) << 2;
textureSize = (width * textureHeight) << 2;
textureCount = remainingSize / textureSize;
if ((remainingSize % textureSize) != 0) {
textureCount++;
}
gDPSetTileCustom(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_32b, width, textureHeight, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
remainingSize -= textureSize;
for (i = 0; i < textureCount; i++) {
gDPSetTextureImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_32b, width, curTexture);
gDPLoadSync(gfx++);
gDPLoadTile(gfx++, G_TX_LOADTILE, 0, 0, (width - 1) << 2, (textureHeight - 1) << 2);
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + (s32)width) << 2,
(rectTop + textureHeight) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
curTexture += textureSize;
rectTop += textureHeight;
if ((remainingSize - textureSize) < 0) {
if (remainingSize > 0) {
textureHeight = remainingSize / (s32)(width << 2);
remainingSize -= textureSize;
gDPSetTileCustom(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_32b, width, textureHeight, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
}
} else {
remainingSize -= textureSize;
}
}
*gfxp = gfx;
}
/**
* Draws one character, expected to be a 16 by 16 i4 texture. It will draw shrunk to 10 by 10.
*
* @param[in,out] gfxp Pointer to current displaylist.
* @param[in] texture Texture to draw.
* @param[in] rectLeft X coordinate of the top-left of the draw position.
* @param[in] rectTop Y coordinate of the top-left of the draw position.
*/
void EnMag_DrawCharTexture(Gfx** gfxp, TexturePtr texture, s32 rectLeft, s32 rectTop) {
Gfx* gfx = *gfxp;
gDPLoadTextureBlock_4b(gfx++, texture, G_IM_FMT_I, 16, 16, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// The dsdx and dtdy are roughly 1.587 * 0x400, to fit the texture into 10 by 10 pixels. It is not the more
// obvious 1.6 * 0x400 = 1656.
gSPTextureRectangle(gfx++, rectLeft << 2, rectTop << 2, (rectLeft + 10) << 2, (rectTop + 10) << 2, G_TX_RENDERTILE,
0, 0, 1625, 1625);
*gfxp = gfx;
}
#define EFFECT_MASK_TEX_WIDTH 64
#define EFFECT_MASK_TEX_HEIGHT 64
#define EFFECT_TEX_WIDTH 32
#define EFFECT_TEX_HEIGHT 32
#define EFFECT_TEX_LEFT 38
#define EFFECT_TEX_TOP 57
#define MAJORAS_MASK_TEX_WIDTH 128
#define MAJORAS_MASK_TEX_HEIGHT 112
#define MAJORAS_MASK_TEX_CENTER_X 124
#define MAJORAS_MASK_TEX_CENTER_Y 103
#define ZELDA_TEX_WIDTH 144
#define ZELDA_TEX_HEIGHT 64
#define ZELDA_TEX_CENTER_X 177
#define ZELDA_TEX_CENTER_Y 105
#define SUBTITLE_TEX_WIDTH 104
#define SUBTITLE_TEX_HEIGHT 16
#define SUBTITLE_TEX_LEFT 151
#define SUBTITLE_TEX_TOP 124
#define THE_LEGEND_OF_TEX_WIDTH 72
#define THE_LEGEND_OF_TEX_HEIGHT 8
#define THE_LEGEND_OF_TEX_LEFT 158
#define THE_LEGEND_OF_TEX_TOP 71
#define COPYRIGHT_TEX_WIDTH 128
#define COPYRIGHT_TEX_HEIGHT 16
#define COPYRIGHT_TEX_LEFT 94
#define COPYRIGHT_TEX_TOP 198
#define NO_CONTROLLER_FIRST_TEX_WIDTH 256
#define NO_CONTROLLER_FIRST_TEX_HEIGHT 9
#define NO_CONTROLLER_FIRST_TEX_LEFT 35
#define NO_CONTROLLER_FIRST_TEX_TOP 175
#define NO_CONTROLLER_SECOND_TEX_WIDTH 144
#define NO_CONTROLLER_SECOND_TEX_HEIGHT 9
#define NO_CONTROLLER_SECOND_TEX_LEFT 91
#define NO_CONTROLLER_SECOND_TEX_TOP 188
// Top-left of the text itself, not the shadow
#define PRESS_START_LEFT 119
#define PRESS_START_TOP 174
#define PRESS_START_CHAR_SPACING 7 // Amount of rightward shift before printing next char
#define PRESS_START_SPACE 5 // Extra space between the words
/**
* Loads title, PRESS START text, etc. graphics to gfxp, which is made to live on
* POLY_OPA_DISP, but is used by OVERLAY_DISP.
*/
void EnMag_DrawInner(Actor* thisx, GlobalContext* globalCtx, Gfx** gfxp) {
static u8 pressStartFontIndices[] = {
0x19, 0x1B, 0x0E, 0x1C, 0x1C, 0x1C, 0x1D, 0x0A, 0x1B, 0x1D,
}; // Indices into this->font.fontBuf
static TexturePtr sAppearEffectMaskTextures[] = {
gTitleScreenAppearEffectMask00Tex, gTitleScreenAppearEffectMask01Tex, gTitleScreenAppearEffectMask02Tex,
gTitleScreenAppearEffectMask10Tex, gTitleScreenAppearEffectMask11Tex, gTitleScreenAppearEffectMask12Tex,
}; // Visible when mask appearing
static TexturePtr sDisplayEffectMaskTextures[] = {
gTitleScreenDisplayEffectMask00Tex, gTitleScreenDisplayEffectMask01Tex, gTitleScreenDisplayEffectMask02Tex,
gTitleScreenDisplayEffectMask10Tex, gTitleScreenDisplayEffectMask11Tex, gTitleScreenDisplayEffectMask12Tex,
}; // Visible when full game logo displayed
static TexturePtr sEffectTextures[] = {
gTitleScreenFlame0Tex, gTitleScreenFlame1Tex, gTitleScreenFlame1Tex,
gTitleScreenFlame2Tex, gTitleScreenFlame3Tex, gTitleScreenFlame3Tex,
};
static s16 sEffectScrollVelocitySs[] = { -1, 1, 1, -1, 1, 1 };
static s16 sEffectScrollVelocityTs[] = { -2, -2, -2, 2, 2, 2 };
static s16 sTextAlpha = 0; // For drawing both the No Controller message and "PRESS START"
static s16 sTextAlphaTargets[] = { 255, 0 };
s32 pad;
EnMag* this = THIS;
Font* font = &this->font;
Gfx* gfx = *gfxp;
u16 i;
u16 j;
u16 k;
s32 rectLeft;
s32 rectTop;
s16 step;
// Set segment 6 to the object, since this will be read by OVERLAY_DISP where it is not set by default.
gSPSegment(gfx++, 0x06, globalCtx->objectCtx.status[this->actor.objBankIndex].segment);
func_8012C680(&gfx);
// Mask appearing effects
gDPPipeSync(gfx++);
gDPSetCycleType(gfx++, G_CYC_2CYCLE);
gDPSetAlphaCompare(gfx++, G_AC_THRESHOLD);
gDPSetRenderMode(gfx++, G_RM_PASS, G_RM_CLD_SURF2);
gDPSetCombineLERP(gfx++, TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL1, 1, PRIM_LOD_FRAC, TEXEL0, PRIMITIVE,
ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
gDPSetPrimColor(gfx++, 0, this->appearEffectPrimLodFrac, this->appearEffectPrimColor[0],
this->appearEffectPrimColor[1], this->appearEffectPrimColor[2], this->appearEffectAlpha);
gDPSetEnvColor(gfx++, this->appearEffectEnvColor[0], this->appearEffectEnvColor[1], this->appearEffectEnvColor[2],
255);
if (this->appearEffectPrimLodFrac != 0) {
for (k = 0, i = 0, rectTop = EFFECT_TEX_LEFT; i < 2; i++, rectTop += EFFECT_MASK_TEX_HEIGHT) {
for (j = 0, rectLeft = EFFECT_TEX_TOP; j < 3; j++, k++, rectLeft += EFFECT_MASK_TEX_WIDTH) {
this->effectScrollSs[k] += sEffectScrollVelocitySs[k];
this->effectScrollTs[k] += sEffectScrollVelocityTs[k];
EnMag_DrawEffectTextures(&gfx, sAppearEffectMaskTextures[k], sEffectTextures[k], EFFECT_MASK_TEX_WIDTH,
EFFECT_MASK_TEX_HEIGHT, EFFECT_TEX_WIDTH, EFFECT_TEX_HEIGHT, rectLeft, rectTop,
1, 1, k, this);
}
}
}
func_8012C680(&gfx);
if (this->majorasMaskAlpha != 0) {
gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetPrimColor(gfx++, 0, 0, 255, 255, 255, this->majorasMaskAlpha);
gDPSetEnvColor(gfx++, this->majorasMaskEnvColor[0], this->majorasMaskEnvColor[1], this->majorasMaskEnvColor[2],
255);
EnMag_DrawImageRGBA32(&gfx, MAJORAS_MASK_TEX_CENTER_X, MAJORAS_MASK_TEX_CENTER_Y, gTitleScreenMajorasMaskTex,
MAJORAS_MASK_TEX_WIDTH, MAJORAS_MASK_TEX_HEIGHT);
}
// Flame glow effects on full game logo when displayed
gDPPipeSync(gfx++);
gDPSetCycleType(gfx++, G_CYC_2CYCLE);
gDPSetAlphaCompare(gfx++, G_AC_THRESHOLD);
gDPSetRenderMode(gfx++, G_RM_PASS, G_RM_CLD_SURF2);
gDPSetCombineLERP(gfx++, TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL1, 1, PRIM_LOD_FRAC, TEXEL0, PRIMITIVE,
ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, PRIMITIVE, 0);
gDPSetPrimColor(gfx++, 0, this->displayEffectPrimLodFrac, this->displayEffectPrimColor[0],
this->displayEffectPrimColor[1], this->displayEffectPrimColor[2], this->displayEffectAlpha);
gDPSetEnvColor(gfx++, this->displayEffectEnvColor[0], this->displayEffectEnvColor[1],
this->displayEffectEnvColor[2], 255);
if (this->displayEffectPrimLodFrac != 0) {
for (k = 0, i = 0, rectTop = EFFECT_TEX_LEFT; i < 2; i++, rectTop += EFFECT_MASK_TEX_HEIGHT) {
for (j = 0, rectLeft = EFFECT_TEX_TOP; j < 3; j++, k++, rectLeft += EFFECT_MASK_TEX_WIDTH) {
EnMag_DrawEffectTextures(&gfx, sDisplayEffectMaskTextures[k], sEffectTextures[k], EFFECT_MASK_TEX_WIDTH,
EFFECT_MASK_TEX_HEIGHT, EFFECT_TEX_WIDTH, EFFECT_TEX_HEIGHT, rectLeft, rectTop,
1, 1, k, this);
}
}
}
if (this->subtitleAlpha != 0) {
func_8012C680(&gfx);
gDPSetAlphaCompare(gfx++, G_AC_NONE);
gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (this->mainTitleAlpha < 100) {
gDPSetRenderMode(gfx++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
} else {
gDPSetRenderMode(gfx++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
}
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, this->subtitleAlpha);
gDPSetEnvColor(gfx++, 100, 0, 100, 255);
EnMag_DrawTextureI8(&gfx, gTitleScreenMajorasMaskSubtitleMaskTex, SUBTITLE_TEX_WIDTH, SUBTITLE_TEX_HEIGHT,
SUBTITLE_TEX_LEFT, SUBTITLE_TEX_TOP);
}
func_8012C680(&gfx);
gDPSetAlphaCompare(gfx++, G_AC_NONE);
gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (this->mainTitleAlpha < 100) {
gDPSetRenderMode(gfx++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
} else {
gDPSetRenderMode(gfx++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
}
gDPSetPrimColor(gfx++, 0, 120, 208, 102, 222, this->subtitleAlpha);
EnMag_DrawTextureI8(&gfx, gTitleScreenMajorasMaskSubtitleTex, SUBTITLE_TEX_WIDTH, SUBTITLE_TEX_HEIGHT,
SUBTITLE_TEX_LEFT, SUBTITLE_TEX_TOP);
func_8012C680(&gfx);
gDPSetAlphaCompare(gfx++, G_AC_NONE);
gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (this->mainTitleAlpha != 0) {
gDPSetPrimColor(gfx++, 0, 0, 255, 255, 255, this->mainTitleAlpha);
EnMag_DrawImageRGBA32(&gfx, ZELDA_TEX_CENTER_X, ZELDA_TEX_CENTER_Y, gTitleScreenZeldaLogoTex, ZELDA_TEX_WIDTH,
ZELDA_TEX_HEIGHT);
gDPPipeSync(gfx++);
if (this->mainTitleAlpha < 100) {
gDPSetRenderMode(gfx++, G_RM_CLD_SURF, G_RM_CLD_SURF2);
} else {
gDPSetRenderMode(gfx++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
}
gDPSetPrimColor(gfx++, 0, 0, 208, 102, 222, this->mainTitleAlpha);
EnMag_DrawTextureI8(&gfx, gTitleScreenTheLegendOfTextTex, THE_LEGEND_OF_TEX_WIDTH, THE_LEGEND_OF_TEX_HEIGHT,
THE_LEGEND_OF_TEX_LEFT, THE_LEGEND_OF_TEX_TOP);
}
func_8012C680(&gfx);
if (this->copyrightAlpha != 0) {
gDPSetAlphaCompare(gfx++, G_AC_NONE);
gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(gfx++, 0, 0, this->copyrightAlpha, this->copyrightAlpha, this->copyrightAlpha,
this->copyrightAlpha);
EnMag_DrawTextureIA8(&gfx, gTitleScreenCopyright2000NintendoTex, COPYRIGHT_TEX_WIDTH, COPYRIGHT_TEX_HEIGHT,
COPYRIGHT_TEX_LEFT, COPYRIGHT_TEX_TOP);
}
if (gSaveContext.fileNum == 0xFEDC) {
// Draw No controller message
TIMED_STEP_TO(sTextAlpha, sTextAlphaTargets[sTextAlphaTargetIndex], sTextAlphaTimer, step);
gDPPipeSync(gfx++);
gDPSetAlphaCompare(gfx++, G_AC_THRESHOLD);
gDPSetCombineLERP(gfx++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, sTextAlpha);
gDPLoadTextureBlock_4b(gfx++, gTitleScreenControllerNotConnectedTextTex, G_IM_FMT_I,
NO_CONTROLLER_FIRST_TEX_WIDTH, NO_CONTROLLER_FIRST_TEX_HEIGHT, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
// Texture shadow
gSPTextureRectangle(gfx++, (NO_CONTROLLER_FIRST_TEX_LEFT + 1) << 2, (NO_CONTROLLER_FIRST_TEX_TOP + 1) << 2,
(NO_CONTROLLER_FIRST_TEX_LEFT + 1 + NO_CONTROLLER_FIRST_TEX_WIDTH) << 2,
(NO_CONTROLLER_FIRST_TEX_TOP + 1 + NO_CONTROLLER_FIRST_TEX_HEIGHT) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
// Actual texture
gDPSetPrimColor(gfx++, 0, 0, 205, 255, 255, sTextAlpha);
gSPTextureRectangle(gfx++, NO_CONTROLLER_FIRST_TEX_LEFT << 2, NO_CONTROLLER_FIRST_TEX_TOP << 2,
(NO_CONTROLLER_FIRST_TEX_LEFT + NO_CONTROLLER_FIRST_TEX_WIDTH) << 2,
(NO_CONTROLLER_FIRST_TEX_TOP + NO_CONTROLLER_FIRST_TEX_HEIGHT) << 2, G_TX_RENDERTILE, 0, 0,
1 << 10, 1 << 10);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, sTextAlpha);
gDPLoadTextureBlock_4b(gfx++, gTitleScreenInsertControllerTextTex, G_IM_FMT_I, NO_CONTROLLER_SECOND_TEX_WIDTH,
NO_CONTROLLER_SECOND_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Texture shadow
gSPTextureRectangle(gfx++, (NO_CONTROLLER_SECOND_TEX_LEFT + 1) << 2, (NO_CONTROLLER_SECOND_TEX_TOP + 1) << 2,
(NO_CONTROLLER_SECOND_TEX_LEFT + 1 + NO_CONTROLLER_SECOND_TEX_WIDTH) << 2,
(NO_CONTROLLER_SECOND_TEX_TOP + 1 + NO_CONTROLLER_SECOND_TEX_HEIGHT) << 2, G_TX_RENDERTILE,
0, 0, 1 << 10, 1 << 10);
// Actual texture
gDPSetPrimColor(gfx++, 0, 0, 205, 255, 255, sTextAlpha);
gSPTextureRectangle(gfx++, NO_CONTROLLER_SECOND_TEX_LEFT << 2, NO_CONTROLLER_SECOND_TEX_TOP << 2,
(NO_CONTROLLER_SECOND_TEX_LEFT + NO_CONTROLLER_SECOND_TEX_WIDTH) << 2,
(NO_CONTROLLER_SECOND_TEX_TOP + NO_CONTROLLER_SECOND_TEX_HEIGHT) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
sTextAlphaTimer--;
if (sTextAlphaTimer == 0) {
sTextAlpha = sTextAlphaTargets[sTextAlphaTargetIndex];
if (gSaveContext.fileNum == 0xFEDC) {
sTextAlphaTimer = 40;
} else {
sTextAlphaTimer = 20;
}
sTextAlphaTargetIndex ^= 1;
}
} else if (this->copyrightAlpha != 0) {
// Draw "PRESS START" characters
TIMED_STEP_TO(sTextAlpha, sTextAlphaTargets[sTextAlphaTargetIndex], sTextAlphaTimer, step);
// Text shadow
gDPPipeSync(gfx++);
gDPSetCombineLERP(gfx++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, sTextAlpha);
rectLeft = PRESS_START_LEFT + 1;
for (i = 0; i < ARRAY_COUNT(pressStartFontIndices); i++) {
EnMag_DrawCharTexture(&gfx, font->fontBuf + pressStartFontIndices[i] * FONT_CHAR_TEX_SIZE, rectLeft,
PRESS_START_TOP + 1);
rectLeft += PRESS_START_CHAR_SPACING;
if (i == 4) {
rectLeft += PRESS_START_SPACE;
}
}
// Actual text
gDPPipeSync(gfx++);
gDPSetPrimColor(gfx++, 0, 0, 255, 30, 30, sTextAlpha);
rectLeft = PRESS_START_LEFT;
for (i = 0; i < ARRAY_COUNT(pressStartFontIndices); i++) {
EnMag_DrawCharTexture(&gfx, font->fontBuf + pressStartFontIndices[i] * FONT_CHAR_TEX_SIZE, rectLeft,
PRESS_START_TOP);
rectLeft += PRESS_START_CHAR_SPACING;
if (i == 4) {
rectLeft += PRESS_START_SPACE;
}
}
sTextAlphaTimer--;
if (sTextAlphaTimer == 0) {
sTextAlpha = sTextAlphaTargets[sTextAlphaTargetIndex];
if (gSaveContext.fileNum == 0xFEDC) {
sTextAlphaTimer = 40;
} else {
sTextAlphaTimer = 20;
}
sTextAlphaTargetIndex ^= 1;
}
}
*gfxp = gfx;
}
/**
* Jumps drawing to POLY_OPA_DISP to take advantage of the extra space available, but jmups back and actually draws
* using OVERLAY_DISP.
*/
void EnMag_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
Gfx* gfx;
Gfx* gfxRef;
OPEN_DISPS(globalCtx->state.gfxCtx);
gfxRef = POLY_OPA_DISP;
gfx = Graph_GfxPlusOne(gfxRef);
gSPDisplayList(OVERLAY_DISP++, gfx);
EnMag_DrawInner(thisx, globalCtx, &gfx);
gSPEndDisplayList(gfx++);
Graph_BranchDlist(gfxRef, gfx);
POLY_OPA_DISP = gfx;
CLOSE_DISPS(globalCtx->state.gfxCtx);
}

View File

@ -7,7 +7,45 @@ struct EnMag;
typedef struct EnMag {
/* 0x00000 */ Actor actor;
/* 0x00144 */ char unk_00144[0x11E34];
/* 0x00144 */ UNK_TYPE1 unk144[0x2C];
/* 0x00170 */ Font font;
/* 0x11EFC */ UNK_TYPE1 unk11EFC[4];
/* 0x11F00 */ s16 unk11F00; // Set and not used.
/* 0x11F02 */ s16 unk11F02; // Set and not used.
/* 0x11F04 */ s16 state; // State of whole actor, uses EnMagState enum
/* 0x11F06 */ s16 appearEffectPrimLodFrac;
/* 0x11F08 */ s16 appearEffectPrimColor[3];
/* 0x11F08 */ s16 appearEffectEnvColor[3];
/* 0x11F14 */ s16 appearEffectAlpha;
/* 0x11F16 */ s16 displayEffectPrimLodFrac;
/* 0x11F18 */ s16 displayEffectPrimColor[3];
/* 0x11F18 */ s16 displayEffectEnvColor[3];
/* 0x11F24 */ s16 displayEffectAlpha;
/* 0x11F26 */ s16 majorasMaskAlpha;
/* 0x11F28 */ s16 majorasMaskEnvColor[3];
/* 0x11F2E */ s16 mainTitleAlpha;
/* 0x11F30 */ s16 subtitleAlpha;
/* 0x11F32 */ s16 unk11F32; // Set but not used, likely a spare alpha.
/* 0x11F34 */ s16 copyrightAlpha;
/* 0x11F36 */ s16 effectScrollSs[6];
/* 0x11F42 */ UNK_TYPE1 unk11F42[2];
/* 0x11F44 */ s16 effectScrollTs[6];
/* 0x11F50 */ UNK_TYPE1 unk11F50[4];
/* 0x11F54 */ s16 unk11F54; // Set but not used.
/* 0x11F56 */ s16 unk11F56; // Set but not used.
/* 0x11F58 */ s16 unk11F58; // Set but not used.
/* 0x11F5A */ s16 unk11F5A; // Set but not used.
/* 0x11F5C */ s32 unk11F5C; // Set but not used.
/* 0x11F60 */ s32 unk11F60; // Set but not used.
/* 0x11F64 */ s16 majorasMaskEffectsFadeInTimer;
/* 0x11F66 */ s16 majorasMaskFadeInTimer;
/* 0x11F68 */ s16 mainTitleAlphaFadeInTimer;
/* 0x11F6A */ s16 effectAlphaFadeInTimer;
/* 0x11F6C */ s16 subtitleFadeInTimer;
/* 0x11F6E */ s16 copyrightFadeInTimer;
/* 0x11F70 */ s16 fadeOutTimer;
/* 0x11F72 */ s16 delayTimer; // Delays start of next action in Update.
/* 0x11F74 */ UNK_TYPE1 unk11F74[4];
} EnMag; // size = 0x11F78
extern const ActorInit En_Mag_InitVars;

View File

@ -105,7 +105,8 @@ void Title_Draw(GameState* thisx) {
G_TX_NOLOD, G_TX_NOLOD);
gDPSetTileSize(POLY_OPA_DISP++, 1, this->uls, (this->ult & 0x7F) - idx * 4, 0, 0);
gSPTextureRectangle(POLY_OPA_DISP++, 388, y << 2, 1156, (y + 2) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
gSPTextureRectangle(POLY_OPA_DISP++, 97 << 2, y << 2, (97 + 192) << 2, (y + 2) << 2, G_TX_RENDERTILE, 0, 0,
1 << 10, 1 << 10);
}
func_800FC444(this->gameState.gfxCtx, 0, 0, 0, this->coverAlpha, 2);

View File

@ -7992,14 +7992,14 @@
0x8096B260:("EnOkarinaEffect_Update",),
0x8096B310:("EnMag_Init",),
0x8096B5F4:("EnMag_Destroy",),
0x8096B604:("func_8096B604",),
0x8096B604:("EnMag_UpdateDisplayEffectColors",),
0x8096B94C:("EnMag_Update",),
0x8096C998:("func_8096C998",),
0x8096CBB0:("func_8096CBB0",),
0x8096CDC8:("func_8096CDC8",),
0x8096D230:("func_8096D230",),
0x8096D60C:("func_8096D60C",),
0x8096D74C:("func_8096D74C",),
0x8096C998:("EnMag_DrawTextureI8",),
0x8096CBB0:("EnMag_DrawTextureIA8",),
0x8096CDC8:("EnMag_DrawEffectTextures",),
0x8096D230:("EnMag_DrawImageRGBA32",),
0x8096D60C:("EnMag_DrawCharTexture",),
0x8096D74C:("EnMag_DrawInner",),
0x8096E868:("EnMag_Draw",),
0x8096EC40:("ElfMsg2_SetupAction",),
0x8096EC4C:("func_8096EC4C",),

View File

@ -8997,28 +8997,28 @@
0x8096AD3C:("jtbl_8096AD3C","UNK_PTR","",0x4),
0x8096B290:("En_Okarina_Effect_InitVars","UNK_TYPE1","",0x1),
0x8096B2B0:("D_8096B2B0","f32","",0x4),
0x8096E910:("D_8096E910","UNK_TYPE2","",0x2),
0x8096E914:("D_8096E914","UNK_TYPE2","",0x2),
0x8096E918:("D_8096E918","UNK_TYPE2","",0x2),
0x8096E91C:("D_8096E91C","UNK_TYPE2","",0x2),
0x8096E920:("D_8096E920","UNK_TYPE2","",0x2),
0x8096E910:("sInputDelayTimer","s16","",0x2),
0x8096E914:("sZeldaEffectColorTimer","s16","",0x2),
0x8096E918:("sZeldaEffectColorTargetIndex","s16","",0x2),
0x8096E91C:("sTextAlphaTargetIndex","s16","",0x2),
0x8096E920:("sTextAlphaTimer","s16","",0x2),
0x8096E924:("En_Mag_InitVars","UNK_TYPE1","",0x1),
0x8096E944:("D_8096E944","UNK_TYPE1","",0x1),
0x8096E948:("D_8096E948","UNK_TYPE1","",0x1),
0x8096E94C:("D_8096E94C","UNK_TYPE1","",0x1),
0x8096E950:("D_8096E950","UNK_TYPE1","",0x1),
0x8096E954:("D_8096E954","UNK_TYPE1","",0x1),
0x8096E958:("D_8096E958","UNK_TYPE2","",0x2),
0x8096E95C:("D_8096E95C","UNK_TYPE2","",0x2),
0x8096E960:("D_8096E960","UNK_TYPE2","",0x2),
0x8096E964:("D_8096E964","UNK_TYPE1","",0x1),
0x8096E970:("D_8096E970","UNK_TYPE4","",0x4),
0x8096E988:("D_8096E988","UNK_TYPE4","",0x4),
0x8096E9A0:("D_8096E9A0","UNK_TYPE4","",0x4),
0x8096E9B8:("D_8096E9B8","UNK_TYPE2","",0x2),
0x8096E9C4:("D_8096E9C4","UNK_TYPE2","",0x2),
0x8096E9D0:("D_8096E9D0","UNK_TYPE2","",0x2),
0x8096E9D4:("D_8096E9D4","UNK_TYPE1","",0x1),
0x8096E944:("sDisplayEffectPrimRedTargets","s16","[2]",0x4),
0x8096E948:("sDisplayEffectPrimGreenTargets","s16","[2]",0x4),
0x8096E94C:("sDisplayEffectPrimBlueTargets","s16","[2]",0x4),
0x8096E950:("sDisplayEffectEnvRedTargets","s16","[2]",0x4),
0x8096E954:("sDisplayEffectEnvBlueTargets","s16","[2]",0x4),
0x8096E958:("sAppearEffectPrimGreenTargets","s16","[2]",0x4),
0x8096E95C:("sAppearEffectEnvRedTargets","s16","[2]",0x4),
0x8096E960:("sAppearEffectEnvBlueTargets","s16","[2]",0x4),
0x8096E964:("pressStartFontIndices","u8","[10]",0x1),
0x8096E970:("sAppearEffectMaskTextures","TexturePtr","[6]",0x18),
0x8096E988:("sDisplayEffectMaskTextures","TexturePtr","[6]",0x18),
0x8096E9A0:("sEffectTextures","TexturePtr","[6]",0x18),
0x8096E9B8:("sEffectScrollVelocitySs","s16","[6]",0xC),
0x8096E9C4:("sEffectScrollVelocityTs","s16","[6]",0xC),
0x8096E9D0:("sTextAlpha","s16","",0x2),
0x8096E9D4:("sTextAlphaTargets","s16","[2]",0x4),
0x8096E9E0:("jtbl_8096E9E0","UNK_PTR","",0x4),
0x8096F090:("Elf_Msg2_InitVars","UNK_TYPE1","",0x1),
0x8096F0B0:("D_8096F0B0","UNK_TYPE1","",0x1),