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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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Implemented D-Pad transformation masks and ocarina
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patches/dpad.rgba32.bin
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1945
patches/input.c
1945
patches/input.c
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@ -19,4 +19,27 @@ static inline void* actor_relocate(Actor* actor, void* addr) {
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(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
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(intptr_t)((uintptr_t)actor->overlayEntry->vramStart - (uintptr_t)actor->overlayEntry->loadedRamAddr));
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}
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}
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typedef enum {
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/* 0 */ PICTO_BOX_STATE_OFF, // Not using the pictograph
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/* 1 */ PICTO_BOX_STATE_LENS, // Looking through the lens of the pictograph
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/* 2 */ PICTO_BOX_STATE_SETUP_PHOTO, // Looking at the photo currently taken
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/* 3 */ PICTO_BOX_STATE_PHOTO
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} PictoBoxState;
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#define INCBIN(identifier, filename) \
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asm(".pushsection .rodata\n" \
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"\t.local " #identifier "\n" \
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"\t.type " #identifier ", @object\n" \
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"\t.balign 8\n" \
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#identifier ":\n" \
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"\t.incbin \"" filename "\"\n\n" \
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\
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"\t.balign 8\n" \
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"\t.popsection\n"); \
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extern u8 identifier[]
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void draw_dpad(PlayState* play);
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void draw_dpad_icons(PlayState* play);
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#endif
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#endif
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@ -169,14 +169,6 @@ void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
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}
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}
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}
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}
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typedef enum {
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/* 0 */ PICTO_BOX_STATE_OFF, // Not using the pictograph
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/* 1 */ PICTO_BOX_STATE_LENS, // Looking through the lens of the pictograph
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/* 2 */ PICTO_BOX_STATE_SETUP_PHOTO, // Looking at the photo currently taken
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/* 3 */ PICTO_BOX_STATE_PHOTO
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} PictoBoxState;
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extern s16 sPictoState;
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extern s16 sPictoState;
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// Modify interface drawing (rupees, key counter, etc.)
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// Modify interface drawing (rupees, key counter, etc.)
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@ -472,6 +464,12 @@ void Interface_Draw(PlayState* play) {
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gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4);
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gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4);
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Magic_DrawMeter(play);
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Magic_DrawMeter(play);
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// @recomp Draw the D-Pad and its item icons
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if (pauseCtx->state != PAUSE_STATE_MAIN) {
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draw_dpad(play);
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draw_dpad_icons(play);
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}
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// @recomp Right align and shift right/down for minimap
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// @recomp Right align and shift right/down for minimap
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gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT,
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gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT,
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