mirror of https://github.com/zeldaret/mm.git
Document Song of Time Clock assets in gameplay_keep (#1068)
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@ -1348,10 +1348,13 @@
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<DList Name="gameplay_keep_DL_07AB58" Offset="0x7AB58" />
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<DList Name="gSunDL" Offset="0x7AB70" />
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<DList Name="gZTargetLockOnTriangleDL" Offset="0x7AE00" />
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<DList Name="gameplay_keep_DL_07AFB0" Offset="0x7AFB0" />
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<DList Name="gameplay_keep_DL_07B0B8" Offset="0x7B0B8" />
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<Texture Name="gameplay_keep_Tex_07B0C0" OutName="tex_07B0C0" Format="i8" Width="64" Height="64" Offset="0x7B0C0" />
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<Texture Name="gameplay_keep_Tex_07C0C0" OutName="tex_07C0C0" Format="i8" Width="64" Height="64" Offset="0x7C0C0" />
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<!-- The clock that appears when the player is moving through, slowing down, or speeding up time with the Song of Time -->
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<DList Name="gSongOfTimeClockDL" Offset="0x7AFB0" /> <!-- Original name is "disk_modelT" -->
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<DList Name="gSongOfTimeClockEmptyDL" Offset="0x7B0B8" /> <!-- Probably was the opaque component for the above DL -->
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<Texture Name="gSongOfTimeClockTopTex" OutName="song_of_time_clock_top" Format="i8" Width="64" Height="64" Offset="0x7B0C0" />
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<Texture Name="gSongOfTimeClockBottomTex" OutName="song_of_time_clock_bottom" Format="i8" Width="64" Height="64" Offset="0x7C0C0" />
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<DList Name="gameplay_keep_DL_07D260" Offset="0x7D260" />
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<DList Name="gameplay_keep_DL_07D348" Offset="0x7D348" />
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<Texture Name="gameplay_keep_Tex_07D350" OutName="tex_07D350" Format="i8" Width="16" Height="32" Offset="0x7D350" />
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@ -1126,7 +1126,7 @@ void func_80A93298(EnTest6* this, PlayState* play) {
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gDPSetPrimColor(this->unk_148++, 0, 0xFF, 28, 28, 28, 255);
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gDPSetEnvColor(this->unk_148++, 255, 255, 255, 255);
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gDPSetRenderMode(this->unk_148++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
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gSPDisplayList(this->unk_148++, gameplay_keep_DL_07AFB0);
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gSPDisplayList(this->unk_148++, gSongOfTimeClockDL);
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temp_s4 += 0x1000;
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cos = Math_CosS(temp_s4) * this->unk_150;
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@ -1140,7 +1140,7 @@ void func_80A93298(EnTest6* this, PlayState* play) {
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gDPSetPrimColor(this->unk_148++, 0, 0xFF, 28, 28, 28, 255);
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gDPSetEnvColor(this->unk_148++, 255, 255, 255, 255);
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gDPSetRenderMode(this->unk_148++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
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gSPDisplayList(this->unk_148++, gameplay_keep_DL_07AFB0);
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gSPDisplayList(this->unk_148++, gSongOfTimeClockDL);
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phi_f24 -= this->unk_14C;
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phi_s2 += this->unk_27E;
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@ -1213,7 +1213,7 @@ void func_80A9369C(Actor* thisx, PlayState* play2) {
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gDPSetPrimColor(this->unk_148++, 0, 0xFF, this->unk_280, this->unk_280, this->unk_280, 255);
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gDPSetEnvColor(this->unk_148++, 235, 238, 235, 255);
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gDPSetRenderMode(this->unk_148++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
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gSPDisplayList(this->unk_148++, gameplay_keep_DL_07AFB0);
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gSPDisplayList(this->unk_148++, gSongOfTimeClockDL);
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phi_s2 += 0x505;
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}
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@ -1257,7 +1257,7 @@ void func_80A939E8(EnTest6* this, PlayState* play2) {
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gDPSetPrimColor(this->unk_148++, 0, 0xFF, 28, 28, 28, 255);
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gDPSetEnvColor(this->unk_148++, 245, 245, 200, this->unk_282);
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gDPSetRenderMode(this->unk_148++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
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gSPDisplayList(this->unk_148++, gameplay_keep_DL_07AFB0);
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gSPDisplayList(this->unk_148++, gSongOfTimeClockDL);
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POLY_XLU_DISP = this->unk_148;
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}
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