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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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Fix the right edge on the purple background for scene title cards (#20)
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@ -1184,3 +1184,37 @@ void ShrinkWindow_Draw(GraphicsContext* gfxCtx) {
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CLOSE_DISPS(gfxCtx);
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}
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}
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extern u64 gSceneTitleCardGradientTex[];
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// @recomp Patch the scene title card (the one with purple background when entering a new scene)
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// to not glitch out on the right edge, which is hidden by overscan on N64.
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void Message_DrawSceneTitleCard(PlayState* play, Gfx** gfxP) {
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MessageContext* msgCtx = &play->msgCtx;
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Gfx* gfx;
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gfx = *gfxP;
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Gfx_SetupDL39_Ptr(&gfx);
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gDPSetCombineLERP(gfx++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
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ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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gDPSetTextureFilter(gfx++, G_TF_BILERP);
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gDPSetAlphaDither(gfx++, G_AD_NOTPATTERN);
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gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, msgCtx->textboxColorAlphaCurrent);
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gDPSetEnvColor(gfx++, 140, 40, 160, 255);
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gDPLoadTextureBlock(gfx++, gSceneTitleCardGradientTex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 1, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, 6, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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// @recomp Decrease dsdx from the original 204 to 200 in order to hide the glitching on the right edge.
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gSPTextureRectangle(gfx++, 0, XREG(77) << 2, 320 << 2, (XREG(77) + XREG(76)) << 2, G_TX_RENDERTILE, 0, 0, 200,
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1 << 10);
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gDPPipeSync(gfx++);
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gDPSetCombineLERP(gfx++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
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gDPSetEnvColor(gfx++, 0, 0, 0, 255);
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if ((msgCtx->currentTextId < 0x1BB2) || (msgCtx->currentTextId >= 0x1BB7)) {
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msgCtx->unk11FF8 = XREG(75);
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}
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msgCtx->unk11FFA = XREG(74);
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Message_DrawTextNES(play, &gfx, 0);
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*gfxP = gfx++;
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}
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