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Document sun textures/displaylist (#642)
* Document sun textures/displaylist * Fix gSunEvening1Tex's outname * Add comment explaining the textures should be 64x64
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@ -1316,15 +1316,18 @@
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<Texture Name="gameplay_keep_Tex_077A40" OutName="tex_077A40" Format="ia8" Width="32" Height="128" Offset="0x77A40" />
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<DList Name="gameplay_keep_DL_078A80" Offset="0x78A80" />
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<Texture Name="gameplay_keep_Tex_078B10" OutName="tex_078B10" Format="rgba16" Width="32" Height="64" Offset="0x78B10" />
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<Texture Name="gameplay_keep_Tex_079B10" OutName="tex_079B10" Format="i4" Width="64" Height="31" Offset="0x79B10" />
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<Texture Name="gameplay_keep_Tex_079EF0" OutName="tex_079EF0" Format="i4" Width="64" Height="16" Offset="0x79EF0" />
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<Texture Name="gameplay_keep_Tex_07A0F0" OutName="tex_07A0F0" Format="i4" Width="64" Height="17" Offset="0x7A0F0" />
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<Texture Name="gameplay_keep_Tex_07A310" OutName="tex_07A310" Format="i4" Width="64" Height="31" Offset="0x7A310" />
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<Texture Name="gameplay_keep_Tex_07A6F0" OutName="tex_07A6F0" Format="i4" Width="64" Height="16" Offset="0x7A6F0" />
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<Texture Name="gameplay_keep_Tex_07A8F0" OutName="tex_07A8F0" Format="i4" Width="64" Height="17" Offset="0x7A8F0" />
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<!-- Sun Textures. These should be 64x64, but they get broken into pieces in gSunDL, and ZAPD cannot currently handle that. -->
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<Texture Name="gSun1Tex" OutName="sun_1" Format="i4" Width="64" Height="31" Offset="0x79B10" />
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<Texture Name="gSun2Tex" OutName="sun_2" Format="i4" Width="64" Height="16" Offset="0x79EF0" />
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<Texture Name="gSun3Tex" OutName="sun_3" Format="i4" Width="64" Height="17" Offset="0x7A0F0" />
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<Texture Name="gSunEvening1Tex" OutName="sun_evening_1" Format="i4" Width="64" Height="31" Offset="0x7A310" />
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<Texture Name="gSunEvening2Tex" OutName="sun_evening_2" Format="i4" Width="64" Height="16" Offset="0x7A6F0" />
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<Texture Name="gSunEvening3Tex" OutName="sun_evening_3" Format="i4" Width="64" Height="17" Offset="0x7A8F0" />
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<DList Name="gameplay_keep_DL_07AB10" Offset="0x7AB10" /> <!-- sun (sparkles when small) displaylist -->
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<DList Name="gameplay_keep_DL_07AB58" Offset="0x7AB58" />
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<DList Name="gameplay_keep_DL_07AB70" Offset="0x7AB70" />
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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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@ -523,7 +523,7 @@ void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, GlobalContext* globalCtx2) {
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 20);
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gameplay_keep_Tex_079B10));
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gSun1Tex));
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_07AB10);
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for (i = 0; i < globalCtx->envCtx.unk_F2[3]; i++) {
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@ -277,7 +277,7 @@ void EnEncount2_DrawParticles(EnEncount2* this, GlobalContext* globalCtx) {
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Matrix_InsertTranslation(sPtr->pos.x, sPtr->pos.y, sPtr->pos.z, MTXMODE_NEW);
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Matrix_Scale(sPtr->scale, sPtr->scale, sPtr->scale, MTXMODE_APPLY);
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 20);
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gameplay_keep_Tex_079B10));
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gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(gSun1Tex));
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_07AB10);
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
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