#include "global.h" #include "vt.h" Vec3f D_801270A0 = { 0.0f, 0.0f, 0.0f }; // unused Gfx D_801270B0[] = { gsDPPipeSync(), gsSPClearGeometryMode(G_ZBUFFER | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD), gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF), gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE), gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE | G_TD_CLAMP | G_TP_PERSP | G_CYC_FILL | G_PM_NPRIMITIVE, G_AC_NONE | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2), gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH), gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), gsSPClipRatio(FRUSTRATIO_1), gsSPEndDisplayList(), }; void Room_DrawAllMeshes(PlayState* play, Room* room, u32 flags); void Room_DrawPrerender(PlayState* play, Room* room, u32 flags); void Room_DrawCullMeshes(PlayState* play, Room* room, u32 flags); void (*sRoomDrawHandlers[MESH_HEADER_TYPE_MAX])(PlayState* play, Room* room, u32 flags) = { Room_DrawAllMeshes, // MESH_HEADER_TYPE_ALL Room_DrawPrerender, // MESH_HEADER_TYPE_PRERENDER Room_DrawCullMeshes, // MESH_HEADER_TYPE_CULL }; void func_80095AA0(PlayState* play, Room* room, Input* input, s32 arg3) { } void Room_DrawAllMeshes(PlayState* play, Room* room, u32 flags) { s32 i; MeshHeaderAll* meshHeaderAll; MeshHeaderDListsEntry* dListsEntry; OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 193); if (flags & ROOM_DRAW_OPA) { func_800342EC(&D_801270A0, play); gSPSegment(POLY_OPA_DISP++, 0x03, room->segment); func_80093C80(play); gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); } if (flags & ROOM_DRAW_XLU) { func_8003435C(&D_801270A0, play); gSPSegment(POLY_XLU_DISP++, 0x03, room->segment); Gfx_SetupDL_25Xlu(play->state.gfxCtx); gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); } meshHeaderAll = &room->meshHeader->all; dListsEntry = SEGMENTED_TO_VIRTUAL(meshHeaderAll->entries); for (i = 0; i < meshHeaderAll->numEntries; i++) { if ((flags & ROOM_DRAW_OPA) && (dListsEntry->opa != NULL)) { gSPDisplayList(POLY_OPA_DISP++, dListsEntry->opa); } if ((flags & ROOM_DRAW_XLU) && (dListsEntry->xlu != NULL)) { gSPDisplayList(POLY_XLU_DISP++, dListsEntry->xlu); } dListsEntry++; } CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 239); } typedef struct MeshHeaderCullEntryLinked { /* 0x00 */ MeshHeaderCullEntry* entry; /* 0x04 */ f32 startZ; /* 0x08 */ struct MeshHeaderCullEntryLinked* prev; /* 0x0C */ struct MeshHeaderCullEntryLinked* next; } MeshHeaderCullEntryLinked; // size = 0x10 void Room_DrawCullMeshes(PlayState* play, Room* room, u32 flags) { MeshHeaderCull* meshHeaderCull; MeshHeaderCullEntry* meshHeaderCullEntry; MeshHeaderCullEntryLinked linkedEntriesBuffer[MESH_HEADER_CULL_MAX_ENTRIES]; MeshHeaderCullEntryLinked* head = NULL; MeshHeaderCullEntryLinked* tail = NULL; MeshHeaderCullEntryLinked* iter; s32 pad; MeshHeaderCullEntryLinked* insert; s32 j; s32 i; Vec3f pos; Vec3f projectedPos; f32 projectedW; s32 pad2; MeshHeaderCullEntry* meshHeaderCullEntries; MeshHeaderCullEntry* meshHeaderCullEntryIter; f32 entryStartZ; OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 287); if (flags & ROOM_DRAW_OPA) { func_800342EC(&D_801270A0, play); gSPSegment(POLY_OPA_DISP++, 0x03, room->segment); func_80093C80(play); gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); } if (1) {} if (flags & ROOM_DRAW_XLU) { func_8003435C(&D_801270A0, play); gSPSegment(POLY_XLU_DISP++, 0x03, room->segment); Gfx_SetupDL_25Xlu(play->state.gfxCtx); gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); } meshHeaderCull = &room->meshHeader->cull; meshHeaderCullEntry = SEGMENTED_TO_VIRTUAL(meshHeaderCull->entries); insert = linkedEntriesBuffer; ASSERT(meshHeaderCull->numEntries <= ARRAY_COUNT(linkedEntriesBuffer), "polygon2->num <= SHAPE_SORT_MAX", "../z_room.c", 317); meshHeaderCullEntries = meshHeaderCullEntry; // Pick and sort entries by depth for (i = 0; i < meshHeaderCull->numEntries; i++, meshHeaderCullEntry++) { // Project the entry position, to get the depth it is at. pos.x = meshHeaderCullEntry->pos.x; pos.y = meshHeaderCullEntry->pos.y; pos.z = meshHeaderCullEntry->pos.z; SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &projectedPos, &projectedW); // If the entry isn't fully before the rendered depth range if (-(f32)meshHeaderCullEntry->radius < projectedPos.z) { // Compute the depth at which this entry starts entryStartZ = projectedPos.z - meshHeaderCullEntry->radius; // If the entry isn't fully after the rendered depth range if (entryStartZ < play->lightCtx.fogFar) { // This entry will be rendered insert->entry = meshHeaderCullEntry; insert->startZ = entryStartZ; // Insert into the linked list, ordered by ascending start depth iter = head; if (iter == NULL) { head = tail = insert; insert->prev = insert->next = NULL; } else { do { if (insert->startZ < iter->startZ) { break; } iter = iter->next; } while (iter != NULL); if (iter == NULL) { insert->prev = tail; insert->next = NULL; tail->next = insert; tail = insert; } else { insert->prev = iter->prev; if (insert->prev == NULL) { head = insert; } else { insert->prev->next = insert; } iter->prev = insert; insert->next = iter; } } insert++; } } } // if this is real then I might not be R_MESH2_NUM_ALL_ENTRIES = meshHeaderCull->numEntries & 0xFFFF & 0xFFFF & 0xFFFF; // Draw entries, from nearest to furthest for (i = 1; head != NULL; head = head->next, i++) { Gfx* displayList; meshHeaderCullEntry = head->entry; if (R_MESH2_DEBUG_MODE != 0) { // Debug mode drawing // This loop does nothing meshHeaderCullEntryIter = meshHeaderCullEntries; for (j = 0; j < meshHeaderCull->numEntries; j++, meshHeaderCullEntryIter++) { if (meshHeaderCullEntry == meshHeaderCullEntryIter) { break; } } if (((R_MESH2_DEBUG_MODE == 1) && (R_MESH2_DEBUG_DRAW_TARGET >= i)) || ((R_MESH2_DEBUG_MODE == 2) && (R_MESH2_DEBUG_DRAW_TARGET == i))) { if (flags & ROOM_DRAW_OPA) { displayList = meshHeaderCullEntry->opa; if (displayList != NULL) { gSPDisplayList(POLY_OPA_DISP++, displayList); } } if (flags & ROOM_DRAW_XLU) { displayList = meshHeaderCullEntry->xlu; if (displayList != NULL) { gSPDisplayList(POLY_XLU_DISP++, displayList); } } } } else { if (flags & ROOM_DRAW_OPA) { displayList = meshHeaderCullEntry->opa; if (displayList != NULL) { gSPDisplayList(POLY_OPA_DISP++, displayList); } } if (flags & ROOM_DRAW_XLU) { displayList = meshHeaderCullEntry->xlu; if (displayList != NULL) { gSPDisplayList(POLY_XLU_DISP++, displayList); } } } } R_MESH2_NUM_DRAWN_ENTRIES = i - 1; CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 430); } #define JPEG_MARKER 0xFFD8FFE0 /** * If the data is JPEG, decode it and overwrite the initial data with the result. * Uses the depth frame buffer as temporary storage. */ s32 Room_DecodeJpeg(void* data) { OSTime time; if (*(u32*)data == JPEG_MARKER) { osSyncPrintf("JPEGデータを展開します\n"); // "Expanding jpeg data" osSyncPrintf("JPEGデータアドレス %08x\n", data); // "Jpeg data address %08x" // "Work buffer address (Z buffer) %08x" osSyncPrintf("ワークバッファアドレス(Zバッファ)%08x\n", gZBuffer); time = osGetTime(); if (!Jpeg_Decode(data, gZBuffer, gGfxSPTaskOutputBuffer, sizeof(gGfxSPTaskOutputBuffer))) { time = osGetTime() - time; // "Success... I think. time = %6.3f ms" osSyncPrintf("成功…だと思う。 time = %6.3f ms \n", OS_CYCLES_TO_USEC(time) / 1000.0f); // "Writing back to original address from work buffer." osSyncPrintf("ワークバッファから元のアドレスに書き戻します。\n"); // "If the original buffer size isn't at least 150kb, it will be out of control." osSyncPrintf("元のバッファのサイズが150キロバイト無いと暴走するでしょう。\n"); bcopy(gZBuffer, data, sizeof(u16[SCREEN_HEIGHT][SCREEN_WIDTH])); } else { osSyncPrintf("失敗!なんで〜\n"); // "Failure! Why is it 〜" } } return 0; } void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode, u16 tlutCount, f32 offsetX, f32 offsetY) { Gfx* gfx = *gfxP; uObjBg* bg; Room_DecodeJpeg(SEGMENTED_TO_VIRTUAL(tex)); bg = (uObjBg*)(gfx + 1); gSPBranchList(gfx, (u32)bg + sizeof(uObjBg)); bg->b.imageX = 0; bg->b.imageW = width * (1 << 2); bg->b.frameX = offsetX * (1 << 2); bg->b.imageY = 0; bg->b.imageH = height * (1 << 2); bg->b.frameY = offsetY * (1 << 2); bg->b.imagePtr = tex; bg->b.imageLoad = G_BGLT_LOADTILE; bg->b.imageFmt = fmt; bg->b.imageSiz = siz; bg->b.imagePal = 0; bg->b.imageFlip = 0; gfx = (Gfx*)((u32)bg + sizeof(uObjBg)); if (fmt == G_IM_FMT_CI) { gDPLoadTLUT(gfx++, tlutCount, 256, tlut); } else { gDPPipeSync(gfx++); } if ((fmt == G_IM_FMT_RGBA) && !R_ROOM_BG2D_FORCE_SCALEBG) { bg->b.frameW = width * (1 << 2); bg->b.frameH = height * (1 << 2); guS2DInitBg(bg); gDPSetOtherMode(gfx++, tlutMode | G_TL_TILE | G_TD_CLAMP | G_TP_NONE | G_CYC_COPY | G_PM_NPRIMITIVE, G_AC_THRESHOLD | G_ZS_PIXEL | G_RM_NOOP | G_RM_NOOP2); gSPBgRectCopy(gfx++, bg); } else { bg->s.frameW = width * (1 << 2); bg->s.frameH = height * (1 << 2); bg->s.scaleW = 1 << 10; bg->s.scaleH = 1 << 10; bg->s.imageYorig = bg->b.imageY; gDPSetOtherMode(gfx++, tlutMode | G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TL_TILE | G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE, G_AC_THRESHOLD | G_ZS_PIXEL | AA_EN | CVG_DST_CLAMP | ZMODE_OPA | CVG_X_ALPHA | ALPHA_CVG_SEL | GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_BL, G_BL_1MA) | GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_BL, G_BL_1MA)); gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1); gSPObjRenderMode(gfx++, G_OBJRM_ANTIALIAS | G_OBJRM_BILERP); gSPBgRect1Cyc(gfx++, bg); } gDPPipeSync(gfx++); *gfxP = gfx; } void Room_DrawPrerenderSingle(PlayState* play, Room* room, u32 flags) { Camera* activeCam; Gfx* gfx; MeshHeaderPrerenderSingle* meshHeaderPrerenderSingle; MeshHeaderDListsEntry* dListsEntry; u32 isFixedCamera; u32 drawBg; u32 drawOpa; u32 drawXlu; OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 628); activeCam = GET_ACTIVE_CAM(play); isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED); meshHeaderPrerenderSingle = &room->meshHeader->prerenderSingle; dListsEntry = SEGMENTED_TO_VIRTUAL(meshHeaderPrerenderSingle->base.entry); drawBg = (flags & ROOM_DRAW_OPA) && isFixedCamera && (meshHeaderPrerenderSingle->source != NULL) && !(R_ROOM_PREREND_NODRAW_FLAGS & (1 << 0)); drawOpa = (flags & ROOM_DRAW_OPA) && (dListsEntry->opa != NULL) && !(R_ROOM_PREREND_NODRAW_FLAGS & (1 << 1)); drawXlu = (flags & ROOM_DRAW_XLU) && (dListsEntry->xlu != NULL) && !(R_ROOM_PREREND_NODRAW_FLAGS & (1 << 2)); if (drawOpa || drawBg) { gSPSegment(POLY_OPA_DISP++, 0x03, room->segment); if (drawOpa) { Gfx_SetupDL_25Opa(play->state.gfxCtx); gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_OPA_DISP++, dListsEntry->opa); } if (drawBg) { gSPLoadUcodeL(POLY_OPA_DISP++, gspS2DEX2d_fifo); { Vec3f offset; gfx = POLY_OPA_DISP; Camera_GetSkyboxOffset(&offset, activeCam); Room_DrawBackground2D(&gfx, meshHeaderPrerenderSingle->source, meshHeaderPrerenderSingle->tlut, meshHeaderPrerenderSingle->width, meshHeaderPrerenderSingle->height, meshHeaderPrerenderSingle->fmt, meshHeaderPrerenderSingle->siz, meshHeaderPrerenderSingle->tlutMode, meshHeaderPrerenderSingle->tlutCount, (offset.x + offset.z) * 1.2f + offset.y * 0.6f, offset.y * 2.4f + (offset.x + offset.z) * 0.3f); POLY_OPA_DISP = gfx; } gSPLoadUcode(POLY_OPA_DISP++, SysUcode_GetUCode(), SysUcode_GetUCodeData()); } } if (drawXlu) { gSPSegment(POLY_XLU_DISP++, 0x03, room->segment); Gfx_SetupDL_25Xlu(play->state.gfxCtx); gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_XLU_DISP++, dListsEntry->xlu); } CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 691); } BgImage* Room_GetMultiBackgroundImage(MeshHeaderPrerenderMulti* meshHeaderPrerenderMulti, PlayState* play) { Camera* activeCam = GET_ACTIVE_CAM(play); s32 index; s16 newIndex; Player* player; BgImage* bgImage; s32 i; index = activeCam->camDataIdx; newIndex = func_80041C10(&play->colCtx, index, BGCHECK_SCENE)[2].y; if (newIndex >= 0) { index = newIndex; } player = GET_PLAYER(play); player->actor.params = (player->actor.params & 0xFF00) | index; bgImage = SEGMENTED_TO_VIRTUAL(meshHeaderPrerenderMulti->list); for (i = 0; i < meshHeaderPrerenderMulti->count; i++) { if (bgImage->index == index) { return bgImage; } bgImage++; } // "z_room.c: Data consistent with camera id does not exist camid=%d" osSyncPrintf(VT_COL(RED, WHITE) "z_room.c:カメラIDに一致するデータが存在しません camid=%d\n" VT_RST, index); LogUtils_HungupThread("../z_room.c", 726); return NULL; } void Room_DrawPrerenderMulti(PlayState* play, Room* room, u32 flags) { Camera* activeCam; Gfx* gfx; MeshHeaderPrerenderMulti* meshHeaderPrerenderMulti; BgImage* bgImage; MeshHeaderDListsEntry* dListsEntry; u32 isFixedCamera; u32 drawBg; u32 drawOpa; u32 drawXlu; OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 752); activeCam = GET_ACTIVE_CAM(play); isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED); meshHeaderPrerenderMulti = &room->meshHeader->prerenderMulti; dListsEntry = SEGMENTED_TO_VIRTUAL(meshHeaderPrerenderMulti->base.entry); bgImage = Room_GetMultiBackgroundImage(meshHeaderPrerenderMulti, play); drawBg = (flags & ROOM_DRAW_OPA) && isFixedCamera && (bgImage->source != NULL) && !(R_ROOM_PREREND_NODRAW_FLAGS & (1 << 0)); drawOpa = (flags & ROOM_DRAW_OPA) && (dListsEntry->opa != NULL) && !(R_ROOM_PREREND_NODRAW_FLAGS & (1 << 1)); drawXlu = (flags & ROOM_DRAW_XLU) && (dListsEntry->xlu != NULL) && !(R_ROOM_PREREND_NODRAW_FLAGS & (1 << 2)); if (drawOpa || drawBg) { gSPSegment(POLY_OPA_DISP++, 0x03, room->segment); if (drawOpa) { Gfx_SetupDL_25Opa(play->state.gfxCtx); gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_OPA_DISP++, dListsEntry->opa); } if (drawBg) { gSPLoadUcodeL(POLY_OPA_DISP++, gspS2DEX2d_fifo); { Vec3f offset; gfx = POLY_OPA_DISP; Camera_GetSkyboxOffset(&offset, activeCam); Room_DrawBackground2D(&gfx, bgImage->source, bgImage->tlut, bgImage->width, bgImage->height, bgImage->fmt, bgImage->siz, bgImage->tlutMode, bgImage->tlutCount, (offset.x + offset.z) * 1.2f + offset.y * 0.6f, offset.y * 2.4f + (offset.x + offset.z) * 0.3f); POLY_OPA_DISP = gfx; } gSPLoadUcode(POLY_OPA_DISP++, SysUcode_GetUCode(), SysUcode_GetUCodeData()); } } if (drawXlu) { gSPSegment(POLY_XLU_DISP++, 0x03, room->segment); Gfx_SetupDL_25Xlu(play->state.gfxCtx); gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD); gSPDisplayList(POLY_XLU_DISP++, dListsEntry->xlu); } CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 819); } void Room_DrawPrerender(PlayState* play, Room* room, u32 flags) { MeshHeaderPrerenderBase* meshHeaderPrerenderBase = &room->meshHeader->prerenderBase; if (meshHeaderPrerenderBase->format == MESH_HEADER_PRERENDER_FORMAT_SINGLE) { Room_DrawPrerenderSingle(play, room, flags); } else if (meshHeaderPrerenderBase->format == MESH_HEADER_PRERENDER_FORMAT_MULTI) { Room_DrawPrerenderMulti(play, room, flags); } else { LogUtils_HungupThread("../z_room.c", 841); } } void func_80096FD4(PlayState* play, Room* room) { room->num = -1; room->segment = NULL; } u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) { u32 maxRoomSize = 0; RomFile* roomList = play->roomList; u32 roomSize; s32 i; s32 j; s32 frontRoom; s32 backRoom; u32 frontRoomSize; u32 backRoomSize; u32 cumulRoomSize; for (i = 0; i < play->numRooms; i++) { roomSize = roomList[i].vromEnd - roomList[i].vromStart; osSyncPrintf("ROOM%d size=%d\n", i, roomSize); if (maxRoomSize < roomSize) { maxRoomSize = roomSize; } } if (play->transiActorCtx.numActors != 0) { RomFile* roomList = play->roomList; TransitionActorEntry* transitionActor = &play->transiActorCtx.list[0]; LOG_NUM("game_play->room_rom_address.num", play->numRooms, "../z_room.c", 912); for (j = 0; j < play->transiActorCtx.numActors; j++) { frontRoom = transitionActor->sides[0].room; backRoom = transitionActor->sides[1].room; frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart; backRoomSize = (backRoom < 0) ? 0 : roomList[backRoom].vromEnd - roomList[backRoom].vromStart; cumulRoomSize = (frontRoom != backRoom) ? frontRoomSize + backRoomSize : frontRoomSize; osSyncPrintf("DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d>\n", j, cumulRoomSize, frontRoom, frontRoomSize, backRoom, backRoomSize); if (maxRoomSize < cumulRoomSize) { maxRoomSize = cumulRoomSize; } transitionActor++; } } osSyncPrintf(VT_FGCOL(YELLOW)); // "Room buffer size=%08x(%5.1fK)" osSyncPrintf("部屋バッファサイズ=%08x(%5.1fK)\n", maxRoomSize, maxRoomSize / 1024.0f); roomCtx->bufPtrs[0] = GameState_Alloc(&play->state, maxRoomSize, "../z_room.c", 946); // "Room buffer initial pointer=%08x" osSyncPrintf("部屋バッファ開始ポインタ=%08x\n", roomCtx->bufPtrs[0]); roomCtx->bufPtrs[1] = (void*)((s32)roomCtx->bufPtrs[0] + maxRoomSize); // "Room buffer end pointer=%08x" osSyncPrintf("部屋バッファ終了ポインタ=%08x\n", roomCtx->bufPtrs[1]); osSyncPrintf(VT_RST); roomCtx->unk_30 = 0; roomCtx->status = 0; frontRoom = gSaveContext.respawnFlag > 0 ? ((void)0, gSaveContext.respawn[gSaveContext.respawnFlag - 1].roomIndex) : play->setupEntranceList[play->curSpawn].room; func_8009728C(play, roomCtx, frontRoom); return maxRoomSize; } s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) { u32 size; if (roomCtx->status == 0) { roomCtx->prevRoom = roomCtx->curRoom; roomCtx->curRoom.num = roomNum; roomCtx->curRoom.segment = NULL; roomCtx->status = 1; ASSERT(roomNum < play->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009); size = play->roomList[roomNum].vromEnd - play->roomList[roomNum].vromStart; roomCtx->unk_34 = (void*)ALIGN16((u32)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7)); osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1); DmaMgr_SendRequest2(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0, &roomCtx->loadQueue, NULL, "../z_room.c", 1036); roomCtx->unk_30 ^= 1; return 1; } return 0; } s32 func_800973FC(PlayState* play, RoomContext* roomCtx) { if (roomCtx->status == 1) { if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) { roomCtx->status = 0; roomCtx->curRoom.segment = roomCtx->unk_34; gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34); Scene_ExecuteCommands(play, roomCtx->curRoom.segment); Player_SetBootData(play, GET_PLAYER(play)); Actor_SpawnTransitionActors(play, &play->actorCtx); return 1; } return 0; } return 1; } void Room_Draw(PlayState* play, Room* room, u32 flags) { if (room->segment != NULL) { gSegments[3] = VIRTUAL_TO_PHYSICAL(room->segment); ASSERT(room->meshHeader->base.type < ARRAY_COUNTU(sRoomDrawHandlers), "this->ground_shape->polygon.type < number(Room_Draw_Proc)", "../z_room.c", 1125); sRoomDrawHandlers[room->meshHeader->base.type](play, room, flags); } } void func_80097534(PlayState* play, RoomContext* roomCtx) { roomCtx->prevRoom.num = -1; roomCtx->prevRoom.segment = NULL; func_80031B14(play, &play->actorCtx); Actor_SpawnTransitionActors(play, &play->actorCtx); Map_InitRoomData(play, roomCtx->curRoom.num); if (!((play->sceneNum >= SCENE_SPOT00) && (play->sceneNum <= SCENE_SPOT20))) { Map_SavePlayerInitialInfo(play); } Audio_SetEnvReverb(play->roomCtx.curRoom.echo); }