mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2024-12-28 15:20:30 +00:00
735 lines
34 KiB
C
735 lines
34 KiB
C
#include "patches.h"
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#include "buffers.h"
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#include "sys_cfb.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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// This moves elements towards the screen edges when increased
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s32 margin_reduction = 8;
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extern s32 gFramerateDivisor;
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// 10 times bigger than the game's normal buffers.
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typedef struct {
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GfxMasterList master;
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Gfx polyXluBuffer[0x8000];
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Gfx overlayBuffer[0x4000];
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Gfx workBuffer[0x400];
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Gfx debugBuffer[0x400];
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Gfx polyOpaBuffer[0x33800];
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} BiggerGfxPool;
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BiggerGfxPool gBiggerGfxPools[2];
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// @recomp Use the bigger gfx pools and enable RT64 extended GBI mode.
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void Graph_SetNextGfxPool(GraphicsContext* gfxCtx) {
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GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
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BiggerGfxPool* bigger_pool = &gBiggerGfxPools[gfxCtx->gfxPoolIdx % 2];
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gGfxMasterDL = &pool->master;
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gSegments[0x0E] = (uintptr_t)gGfxMasterDL;
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pool->headMagic = GFXPOOL_HEAD_MAGIC;
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pool->tailMagic = GFXPOOL_TAIL_MAGIC;
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Graph_InitTHGA(&gfxCtx->polyOpa, bigger_pool->polyOpaBuffer, sizeof(bigger_pool->polyOpaBuffer));
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Graph_InitTHGA(&gfxCtx->polyXlu, bigger_pool->polyXluBuffer, sizeof(bigger_pool->polyXluBuffer));
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Graph_InitTHGA(&gfxCtx->overlay, bigger_pool->overlayBuffer, sizeof(bigger_pool->overlayBuffer));
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Graph_InitTHGA(&gfxCtx->work, bigger_pool->workBuffer, sizeof(bigger_pool->workBuffer));
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Graph_InitTHGA(&gfxCtx->debug, bigger_pool->debugBuffer, sizeof(bigger_pool->debugBuffer));
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gfxCtx->polyOpaBuffer = bigger_pool->polyOpaBuffer;
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gfxCtx->polyXluBuffer = bigger_pool->polyXluBuffer;
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gfxCtx->overlayBuffer = bigger_pool->overlayBuffer;
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gfxCtx->workBuffer = bigger_pool->workBuffer;
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gfxCtx->debugBuffer = bigger_pool->debugBuffer;
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gfxCtx->curFrameBuffer = SysCfb_GetFramebuffer(gfxCtx->framebufferIndex % 2);
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gSegments[0x0F] = (uintptr_t)gfxCtx->curFrameBuffer;
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gfxCtx->zbuffer = SysCfb_GetZBuffer();
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gSPBranchList(&gGfxMasterDL->disps[0], bigger_pool->polyOpaBuffer);
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gSPBranchList(&gGfxMasterDL->disps[1], bigger_pool->polyXluBuffer);
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gSPBranchList(&gGfxMasterDL->disps[2], bigger_pool->overlayBuffer);
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gSPBranchList(&gGfxMasterDL->disps[3], bigger_pool->workBuffer);
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gSPEndDisplayList(&gGfxMasterDL->disps[4]);
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gSPBranchList(&gGfxMasterDL->debugDisp[0], bigger_pool->debugBuffer);
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// @recomp Enable RT64 extended GBI mode and set the current framerate
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OPEN_DISPS(gfxCtx);
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gEXEnable(POLY_OPA_DISP++);
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gEXSetRefreshRate(POLY_OPA_DISP++, 60 / gFramerateDivisor);
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// gEXPrint(POLY_OPA_DISP++);
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CLOSE_DISPS(gfxCtx);
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}
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void recomp_crash(const char* err) {
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recomp_printf("%s\n", err);
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// TODO open a message box instead of a hard crash
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*(volatile int*)0 = 0;
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}
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extern volatile OSTime gRSPGfxTimeTotal;
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extern volatile OSTime gRSPGfxTimeAcc;
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extern volatile OSTime gRSPAudioTimeTotal;
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extern volatile OSTime gRSPAudioTimeAcc;
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extern volatile OSTime gRDPTimeTotal;
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extern volatile OSTime gRDPTimeAcc;
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extern OSTime sGraphPrevUpdateEndTime;
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extern volatile OSTime gGraphUpdatePeriod;
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// @recomp Modified to report errors instead of skipping frames.
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/**
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* Run the game state logic, then finalize the gfx buffer
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* and run the graphics task for this frame.
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*/
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void Graph_ExecuteAndDraw(GraphicsContext* gfxCtx, GameState* gameState) {
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u32 problem;
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gameState->unk_A3 = 0;
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Graph_SetNextGfxPool(gfxCtx);
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GameState_Update(gameState);
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OPEN_DISPS(gfxCtx);
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gSPEndDisplayList(WORK_DISP++);
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gSPEndDisplayList(POLY_OPA_DISP++);
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gSPEndDisplayList(POLY_XLU_DISP++);
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gSPEndDisplayList(OVERLAY_DISP++);
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gSPEndDisplayList(DEBUG_DISP++);
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CLOSE_DISPS(gfxCtx);
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{
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Gfx* gfx = gGfxMasterDL->taskStart;
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gSPSegment(gfx++, 0x0E, gGfxMasterDL);
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gSPDisplayList(gfx++, &D_0E000000.disps[3]);
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gSPDisplayList(gfx++, &D_0E000000.disps[0]);
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gSPDisplayList(gfx++, &D_0E000000.disps[1]);
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gSPDisplayList(gfx++, &D_0E000000.disps[2]);
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gSPDisplayList(gfx++, &D_0E000000.debugDisp[0]);
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gDPPipeSync(gfx++);
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gDPFullSync(gfx++);
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gSPEndDisplayList(gfx++);
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}
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problem = false;
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// @recomp Patch all error conditions to print to console and crash the application.
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{
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GfxPool* pool = &gGfxPools[gfxCtx->gfxPoolIdx % 2];
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if (pool->headMagic != GFXPOOL_HEAD_MAGIC) {
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recomp_crash("GfxPool headMagic integrity check failed!");
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}
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if (pool->tailMagic != GFXPOOL_TAIL_MAGIC) {
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recomp_crash("GfxPool tailMagic integrity check failed!");
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}
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}
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if (THGA_IsCrash(&gfxCtx->polyOpa)) {
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recomp_crash("gfxCtx->polyOpa overflow!");
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}
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if (THGA_IsCrash(&gfxCtx->polyXlu)) {
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recomp_crash("gfxCtx->polyXlu overflow!");
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}
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if (THGA_IsCrash(&gfxCtx->overlay)) {
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recomp_crash("gfxCtx->overlay overflow!");
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}
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if (THGA_IsCrash(&gfxCtx->work)) {
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recomp_crash("gfxCtx->work overflow!");
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}
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if (THGA_IsCrash(&gfxCtx->debug)) {
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recomp_crash("gfxCtx->debug overflow!");
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}
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if (!problem) {
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Graph_TaskSet00(gfxCtx, gameState);
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gfxCtx->gfxPoolIdx++;
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gfxCtx->framebufferIndex++;
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}
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{
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OSTime time = osGetTime();
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gRSPGfxTimeTotal = gRSPGfxTimeAcc;
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gRSPAudioTimeTotal = gRSPAudioTimeAcc;
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gRDPTimeTotal = gRDPTimeAcc;
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gRSPGfxTimeAcc = 0;
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gRSPAudioTimeAcc = 0;
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gRDPTimeAcc = 0;
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if (sGraphPrevUpdateEndTime != 0) {
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gGraphUpdatePeriod = time - sGraphPrevUpdateEndTime;
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}
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sGraphPrevUpdateEndTime = time;
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}
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}
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extern s16 sPictoState;
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// Modify interface drawing (rupees, key counter, etc.)
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extern TexturePtr sStoryTextures[];
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extern TexturePtr sStoryTLUTs[];
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extern Color_RGB16 sRupeeCounterIconPrimColors[];
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extern Color_RGB16 sRupeeCounterIconEnvColors[];
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extern u8 gRupeeCounterIconTex[];
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extern s16 sRupeeDigitsFirst[];
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extern s16 sRupeeDigitsCount[];
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extern u8 gSmallKeyCounterIconTex[];
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extern u8 gCounterDigit0Tex[];
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extern u8 gGoldSkulltulaCounterIconTex[];
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extern Color_RGB16 sMinigameCountdownPrimColors[];
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extern TexturePtr sMinigameCountdownTextures[];
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extern s16 sMinigameCountdownTexWidths[];
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extern u8 gPictoBoxFocusBorderTex[];
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extern u8 gPictoBoxFocusIconTex[];
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extern u8 gPictoBoxFocusTextTex[];
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static Gfx sScreenFillSetupDL[] = {
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gsDPPipeSync(),
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gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
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G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH),
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gsDPSetOtherMode(G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
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G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_1PRIMITIVE,
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G_AC_NONE | G_ZS_PIXEL | G_RM_CLD_SURF | G_RM_CLD_SURF2),
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gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PRIMITIVE),
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gsSPEndDisplayList(),
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};
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void Interface_DrawAButton(PlayState* play);
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void Interface_DrawBButtonIcons(PlayState* play);
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void Interface_DrawCButtonIcons(PlayState* play);
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void Interface_DrawClock(PlayState* play);
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void Interface_DrawItemButtons(PlayState* play);
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void Interface_DrawMinigameIcons(PlayState* play);
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void Interface_DrawPauseMenuEquippingIcons(PlayState* play);
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void Interface_DrawPerfectLetters(PlayState* play);
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void Interface_DrawTimers(PlayState* play);
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void Interface_SetOrthoView(InterfaceContext* interfaceCtx);
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void Interface_SetVertices(PlayState* play);
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void Magic_DrawMeter(PlayState* play);
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void Interface_Draw(PlayState* play) {
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s32 pad;
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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Player* player = GET_PLAYER(play);
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Gfx* gfx;
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s16 sp2CE;
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s16 sp2CC;
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s16 sp2CA;
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s16 sp2C8;
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PauseContext* pauseCtx = &play->pauseCtx;
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f32 minigameCountdownScale;
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s16 counterDigits[4];
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s16 magicAlpha;
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OPEN_DISPS(play->state.gfxCtx);
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gSPSegment(OVERLAY_DISP++, 0x02, interfaceCtx->parameterSegment);
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gSPSegment(OVERLAY_DISP++, 0x09, interfaceCtx->doActionSegment);
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gSPSegment(OVERLAY_DISP++, 0x08, interfaceCtx->iconItemSegment);
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gSPSegment(OVERLAY_DISP++, 0x0B, interfaceCtx->mapSegment);
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if (pauseCtx->debugEditor == DEBUG_EDITOR_NONE) {
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Interface_SetVertices(play);
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// @recomp Adjust any scissors to cover the whole screen
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gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, -margin_reduction, -SCREEN_WIDTH, margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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Interface_SetOrthoView(interfaceCtx);
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// Draw Grandma's Story
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if (interfaceCtx->storyDmaStatus == STORY_DMA_DONE) {
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gSPSegment(OVERLAY_DISP++, 0x07, interfaceCtx->storySegment);
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Gfx_SetupDL39_Opa(play->state.gfxCtx);
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gDPSetTextureFilter(POLY_OPA_DISP++, G_TF_POINT);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, pauseCtx->alpha);
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// Load in Grandma's Story
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gSPLoadUcodeL(OVERLAY_DISP++, gspS2DEX2_fifo);
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gfx = OVERLAY_DISP;
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Prerender_DrawBackground2D(&gfx, sStoryTextures[interfaceCtx->storyType],
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sStoryTLUTs[interfaceCtx->storyType], SCREEN_WIDTH, SCREEN_HEIGHT, 2, 1, 0x8000,
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0x100, 0.0f, 0.0f, 1.0f, 1.0f, 0);
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OVERLAY_DISP = gfx;
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gSPLoadUcode(OVERLAY_DISP++, SysUcode_GetUCode(), SysUcode_GetUCodeData());
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gDPPipeSync(OVERLAY_DISP++);
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// Fill the screen with a black rectangle
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gDPSetRenderMode(OVERLAY_DISP++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, R_STORY_FILL_SCREEN_ALPHA);
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gDPFillRectangle(OVERLAY_DISP++, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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}
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// @recomp Left align and shift left/up for life meter
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gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, -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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Interface_SetOrthoView(interfaceCtx);
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LifeMeter_Draw(play);
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Gfx_SetupDL39_Overlay(play->state.gfxCtx);
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// @recomp Left align and shift left/down for key count, skulltula count, and rupee count
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gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, -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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// Draw Rupee Icon
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sRupeeCounterIconPrimColors[CUR_UPG_VALUE(UPG_WALLET)].r,
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sRupeeCounterIconPrimColors[CUR_UPG_VALUE(UPG_WALLET)].g,
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sRupeeCounterIconPrimColors[CUR_UPG_VALUE(UPG_WALLET)].b, interfaceCtx->magicAlpha);
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gDPSetEnvColor(OVERLAY_DISP++, sRupeeCounterIconEnvColors[CUR_UPG_VALUE(UPG_WALLET)].r,
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sRupeeCounterIconEnvColors[CUR_UPG_VALUE(UPG_WALLET)].g,
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sRupeeCounterIconEnvColors[CUR_UPG_VALUE(UPG_WALLET)].b, 255);
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OVERLAY_DISP =
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Gfx_DrawTexRectIA8(OVERLAY_DISP, gRupeeCounterIconTex, 16, 16, 26, 206, 16, 16, 1 << 10, 1 << 10);
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switch (play->sceneId) {
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case SCENE_INISIE_N:
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case SCENE_INISIE_R:
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case SCENE_MITURIN:
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case SCENE_HAKUGIN:
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case SCENE_SEA:
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if (DUNGEON_KEY_COUNT(gSaveContext.mapIndex) >= 0) {
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// Small Key Icon
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 230, 255, interfaceCtx->magicAlpha);
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 20, 255);
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OVERLAY_DISP = Gfx_DrawTexRectIA8(OVERLAY_DISP, gSmallKeyCounterIconTex, 16, 16, 26, 190, 16, 16,
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1 << 10, 1 << 10);
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// Small Key Counter
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
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TEXEL0, 0, PRIMITIVE, 0);
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counterDigits[2] = 0;
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counterDigits[3] = DUNGEON_KEY_COUNT(gSaveContext.mapIndex);
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while (counterDigits[3] >= 10) {
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counterDigits[2]++;
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counterDigits[3] -= 10;
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}
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sp2CA = 42;
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if (counterDigits[2] != 0) {
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
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OVERLAY_DISP =
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Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[2]), 8, 16,
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43, 191, 8, 16, 1 << 10, 1 << 10);
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
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gSPTextureRectangle(OVERLAY_DISP++, 168, 760, 200, 824, G_TX_RENDERTILE, 0, 0, 1 << 10,
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1 << 10);
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sp2CA += 8;
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}
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
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OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[3]),
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8, 16, sp2CA + 1, 191, 8, 16, 1 << 10, 1 << 10);
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
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gSPTextureRectangle(OVERLAY_DISP++, sp2CA * 4, 760, (sp2CA * 4) + 0x20, 824, G_TX_RENDERTILE, 0, 0,
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1 << 10, 1 << 10);
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}
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break;
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case SCENE_KINSTA1:
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case SCENE_KINDAN2:
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// Gold Skulltula Icon
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
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gDPLoadTextureBlock(OVERLAY_DISP++, gGoldSkulltulaCounterIconTex, G_IM_FMT_RGBA, G_IM_SIZ_32b, 24, 24,
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0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(OVERLAY_DISP++, 80, 748, 176, 820, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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// Gold Skulluta Counter
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE,
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TEXEL0, 0, PRIMITIVE, 0);
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counterDigits[2] = 0;
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counterDigits[3] = Inventory_GetSkullTokenCount(play->sceneId);
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while (counterDigits[3] >= 10) {
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counterDigits[2]++;
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counterDigits[3] -= 10;
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}
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sp2CA = 42;
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if (counterDigits[2] != 0) {
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
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OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[2]),
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8, 16, 43, 191, 8, 16, 1 << 10, 1 << 10);
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
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gSPTextureRectangle(OVERLAY_DISP++, 168, 760, 200, 824, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
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sp2CA += 8;
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}
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|
gDPPipeSync(OVERLAY_DISP++);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->magicAlpha);
|
|
|
|
OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[3]), 8,
|
|
16, sp2CA + 1, 191, 8, 16, 1 << 10, 1 << 10);
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
|
|
gSPTextureRectangle(OVERLAY_DISP++, sp2CA * 4, 760, (sp2CA * 4) + 0x20, 824, G_TX_RENDERTILE, 0, 0,
|
|
1 << 10, 1 << 10);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Rupee Counter
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
gDPSetCombineLERP(OVERLAY_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0,
|
|
PRIMITIVE, 0);
|
|
|
|
counterDigits[0] = counterDigits[1] = 0;
|
|
counterDigits[2] = gSaveContext.save.saveInfo.playerData.rupees;
|
|
|
|
if ((counterDigits[2] > 9999) || (counterDigits[2] < 0)) {
|
|
counterDigits[2] &= 0xDDD;
|
|
}
|
|
|
|
while (counterDigits[2] >= 100) {
|
|
counterDigits[0]++;
|
|
counterDigits[2] -= 100;
|
|
}
|
|
|
|
while (counterDigits[2] >= 10) {
|
|
counterDigits[1]++;
|
|
counterDigits[2] -= 10;
|
|
}
|
|
|
|
sp2CC = sRupeeDigitsFirst[CUR_UPG_VALUE(UPG_WALLET)];
|
|
sp2C8 = sRupeeDigitsCount[CUR_UPG_VALUE(UPG_WALLET)];
|
|
|
|
magicAlpha = interfaceCtx->magicAlpha;
|
|
if (magicAlpha > 180) {
|
|
magicAlpha = 180;
|
|
}
|
|
|
|
for (sp2CE = 0, sp2CA = 42; sp2CE < sp2C8; sp2CE++, sp2CC++, sp2CA += 8) {
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, magicAlpha);
|
|
|
|
OVERLAY_DISP = Gfx_DrawTexRectI8(OVERLAY_DISP, (u8*)gCounterDigit0Tex + (8 * 16 * counterDigits[sp2CC]), 8,
|
|
16, sp2CA + 1, 207, 8, 16, 1 << 10, 1 << 10);
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
|
|
if (gSaveContext.save.saveInfo.playerData.rupees == CUR_CAPACITY(UPG_WALLET)) {
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 255, 0, interfaceCtx->magicAlpha);
|
|
} else if (gSaveContext.save.saveInfo.playerData.rupees != 0) {
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->magicAlpha);
|
|
} else {
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 100, 100, interfaceCtx->magicAlpha);
|
|
}
|
|
|
|
gSPTextureRectangle(OVERLAY_DISP++, sp2CA * 4, 824, (sp2CA * 4) + 0x20, 888, G_TX_RENDERTILE, 0, 0, 1 << 10,
|
|
1 << 10);
|
|
}
|
|
|
|
// @recomp Left align and shift left/up for magic meter
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4);
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4, -margin_reduction * 4);
|
|
|
|
Magic_DrawMeter(play);
|
|
|
|
// @recomp Draw the D-Pad and its item icons
|
|
if (pauseCtx->state != PAUSE_STATE_MAIN) {
|
|
draw_dpad(play);
|
|
draw_dpad_icons(play);
|
|
}
|
|
|
|
// @recomp Right align and shift right/down for minimap
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT,
|
|
-(SCREEN_WIDTH - margin_reduction) * 4, margin_reduction * 4,
|
|
-(SCREEN_WIDTH - margin_reduction) * 4, margin_reduction * 4);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, margin_reduction * 4);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
Minimap_Draw(play);
|
|
|
|
// @recomp Reset viewport alignment for drawing the target reticle
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
if ((R_PAUSE_BG_PRERENDER_STATE != 2) && (R_PAUSE_BG_PRERENDER_STATE != 3)) {
|
|
Target_Draw(&play->actorCtx.targetCtx, play);
|
|
}
|
|
|
|
// @recomp Right align and shift right/up for equipped items and buttons
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT,
|
|
-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4,
|
|
-(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction) * 4, -margin_reduction * 4);
|
|
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_RIGHT, G_EX_ORIGIN_RIGHT, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, -(SCREEN_WIDTH - margin_reduction), -margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
|
|
|
|
Interface_DrawItemButtons(play);
|
|
|
|
if (player->transformation == GET_PLAYER_FORM) {
|
|
Interface_DrawBButtonIcons(play);
|
|
}
|
|
Interface_DrawCButtonIcons(play);
|
|
|
|
Interface_DrawAButton(play);
|
|
|
|
// @recomp Adjust any scissors to cover the whole screen
|
|
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_RIGHT, 0, -margin_reduction, -SCREEN_WIDTH, margin_reduction, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
|
|
// @recomp Move the item being equipped from the center of the screen to the right edge as the timer counts down
|
|
if ((pauseCtx->state == PAUSE_STATE_MAIN) && ((pauseCtx->mainState == PAUSE_MAIN_STATE_EQUIP_ITEM) ||
|
|
(pauseCtx->mainState == PAUSE_MAIN_STATE_EQUIP_MASK))) {
|
|
extern s16 sEquipAnimTimer;
|
|
extern s16 sMaskEquipAnimTimer;
|
|
extern s16 sEquipState;
|
|
extern s16 sMaskEquipState;
|
|
s16 equip_timer = *(s16*)KaleidoManager_GetRamAddr(&sEquipAnimTimer);
|
|
s16 mask_equip_timer = *(s16*)KaleidoManager_GetRamAddr(&sMaskEquipAnimTimer);
|
|
s16 equip_state = *(s16*)KaleidoManager_GetRamAddr(&sEquipState);
|
|
s16 mask_equip_state = *(s16*)KaleidoManager_GetRamAddr(&sMaskEquipState);
|
|
|
|
s16 timer = MIN(equip_timer, mask_equip_timer);
|
|
s32 max_timer = 10;
|
|
|
|
// Prevent the timer from being used to calculate the origin when an arrow effect is taking place.
|
|
if (equip_timer < 10 && equip_state != EQUIP_STATE_MOVE_TO_C_BTN) {
|
|
timer = 10;
|
|
}
|
|
|
|
// Adjust the max timer value if a magic arrow is being equipped.
|
|
if ((pauseCtx->equipTargetItem == ITEM_BOW_FIRE) ||
|
|
(pauseCtx->equipTargetItem == ITEM_BOW_ICE) ||
|
|
(pauseCtx->equipTargetItem == ITEM_BOW_LIGHT)) {
|
|
max_timer = 6;
|
|
}
|
|
|
|
s32 origin = (G_EX_ORIGIN_CENTER - G_EX_ORIGIN_RIGHT) * (timer - 1) / (max_timer - 1) + G_EX_ORIGIN_RIGHT;
|
|
s32 offset = (SCREEN_WIDTH / 2) * (timer - 1) / (max_timer - 1) - SCREEN_WIDTH;
|
|
gEXSetRectAlign(OVERLAY_DISP++, origin, origin, offset * 4, 0, offset * 4, 0);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, origin, offset * 4, 0);
|
|
}
|
|
Interface_DrawPauseMenuEquippingIcons(play);
|
|
|
|
// Draw either the minigame countdown or the three-day clock
|
|
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE)) {
|
|
if ((interfaceCtx->minigameState != MINIGAME_STATE_NONE) &&
|
|
(interfaceCtx->minigameState < MINIGAME_STATE_NO_COUNTDOWN_SETUP)) {
|
|
// Minigame Countdown
|
|
if (((u32)interfaceCtx->minigameState % 2) == 0) {
|
|
// @recomp Restore normal alignment and reset shift for minigame countdown
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
sp2CE = (interfaceCtx->minigameState >> 1) - 1;
|
|
minigameCountdownScale = interfaceCtx->minigameCountdownScale / 100.0f;
|
|
|
|
if (sp2CE == 3) {
|
|
interfaceCtx->actionVtx[40 + 0].v.ob[0] = interfaceCtx->actionVtx[40 + 2].v.ob[0] = -20;
|
|
interfaceCtx->actionVtx[40 + 1].v.ob[0] = interfaceCtx->actionVtx[40 + 3].v.ob[0] =
|
|
interfaceCtx->actionVtx[40 + 0].v.ob[0] + 40;
|
|
interfaceCtx->actionVtx[40 + 1].v.tc[0] = interfaceCtx->actionVtx[40 + 3].v.tc[0] = 40 << 5;
|
|
}
|
|
|
|
interfaceCtx->actionVtx[40 + 2].v.tc[1] = interfaceCtx->actionVtx[40 + 3].v.tc[1] = 32 << 5;
|
|
|
|
Gfx_SetupDL42_Overlay(play->state.gfxCtx);
|
|
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
|
gDPSetAlphaCompare(OVERLAY_DISP++, G_AC_THRESHOLD);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sMinigameCountdownPrimColors[sp2CE].r,
|
|
sMinigameCountdownPrimColors[sp2CE].g, sMinigameCountdownPrimColors[sp2CE].b,
|
|
interfaceCtx->minigameCountdownAlpha);
|
|
|
|
Matrix_Translate(0.0f, -40.0f, 0.0f, MTXMODE_NEW);
|
|
Matrix_Scale(minigameCountdownScale, minigameCountdownScale, 0.0f, MTXMODE_APPLY);
|
|
|
|
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx),
|
|
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
|
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[40], 4, 0);
|
|
|
|
OVERLAY_DISP = Gfx_DrawTexQuadIA8(OVERLAY_DISP, sMinigameCountdownTextures[sp2CE],
|
|
sMinigameCountdownTexWidths[sp2CE], 32, 0);
|
|
}
|
|
} else {
|
|
// @recomp Use normal alignment and shift down for clock
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, margin_reduction * 4, 0, margin_reduction * 4);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, margin_reduction * 4);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
Interface_DrawClock(play);
|
|
}
|
|
}
|
|
|
|
// @recomp Restore normal alignment and reset shift for minigame "Perfect" text
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
// Draw the letters of minigame perfect
|
|
if (interfaceCtx->perfectLettersOn) {
|
|
Interface_DrawPerfectLetters(play);
|
|
}
|
|
|
|
// @recomp If carrots are being drawn, use default alignment and shift up
|
|
if (interfaceCtx->unk_212 == DO_ACTION_FASTER) {
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, -margin_reduction * 4, 0, -margin_reduction * 4);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, -margin_reduction * 4);
|
|
}
|
|
// @recomp Otherwise align left and shift up
|
|
else {
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4, 0, -margin_reduction * 4);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_LEFT, 0, -margin_reduction * 4);
|
|
}
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
|
|
Interface_DrawMinigameIcons(play);
|
|
Interface_DrawTimers(play);
|
|
|
|
// @recomp Restore normal alignment and shift down for minigame countdown or clock
|
|
gEXSetRectAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0);
|
|
gEXSetViewportAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, 0, 0);
|
|
gEXSetScissorAlign(OVERLAY_DISP++, G_EX_ORIGIN_NONE, G_EX_ORIGIN_NONE, 0, 0, 0, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
|
Interface_SetOrthoView(interfaceCtx);
|
|
}
|
|
|
|
// Draw pictograph focus icons
|
|
if (sPictoState == PICTO_BOX_STATE_LENS) {
|
|
|
|
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
|
|
|
|
gDPSetAlphaCompare(OVERLAY_DISP++, G_AC_THRESHOLD);
|
|
gDPSetRenderMode(OVERLAY_DISP++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 155, 255);
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, gPictoBoxFocusBorderTex, G_IM_FMT_IA, 16, 16, 0, G_TX_MIRROR | G_TX_WRAP,
|
|
G_TX_MIRROR | G_TX_WRAP, 4, 4, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_TOPLEFT_X << 2, R_PICTO_FOCUS_BORDER_TOPLEFT_Y << 2,
|
|
(R_PICTO_FOCUS_BORDER_TOPLEFT_X << 2) + (16 << 2),
|
|
(R_PICTO_FOCUS_BORDER_TOPLEFT_Y << 2) + (16 << 2), G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
|
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_TOPRIGHT_X << 2, R_PICTO_FOCUS_BORDER_TOPRIGHT_Y << 2,
|
|
(R_PICTO_FOCUS_BORDER_TOPRIGHT_X << 2) + (16 << 2),
|
|
(R_PICTO_FOCUS_BORDER_TOPRIGHT_Y << 2) + (16 << 2), G_TX_RENDERTILE, 512, 0, 1 << 10,
|
|
1 << 10);
|
|
gSPTextureRectangle(
|
|
OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_BOTTOMLEFT_X << 2, R_PICTO_FOCUS_BORDER_BOTTOMLEFT_Y << 2,
|
|
(R_PICTO_FOCUS_BORDER_BOTTOMLEFT_X << 2) + (16 << 2), (R_PICTO_FOCUS_BORDER_BOTTOMLEFT_Y << 2) + (16 << 2),
|
|
G_TX_RENDERTILE, 0, 512, 1 << 10, 1 << 10);
|
|
gSPTextureRectangle(
|
|
OVERLAY_DISP++, R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_X << 2, R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_Y << 2,
|
|
(R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_X << 2) + (16 << 2),
|
|
(R_PICTO_FOCUS_BORDER_BOTTOMRIGHT_Y << 2) + (16 << 2), G_TX_RENDERTILE, 512, 512, 1 << 10, 1 << 10);
|
|
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, gPictoBoxFocusIconTex, G_IM_FMT_I, 32, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_ICON_X << 2, R_PICTO_FOCUS_ICON_Y << 2,
|
|
(R_PICTO_FOCUS_ICON_X << 2) + 0x80, (R_PICTO_FOCUS_ICON_Y << 2) + (16 << 2),
|
|
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
|
|
|
gDPLoadTextureBlock_4b(OVERLAY_DISP++, gPictoBoxFocusTextTex, G_IM_FMT_I, 32, 8, 0, G_TX_NOMIRROR | G_TX_WRAP,
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
gSPTextureRectangle(OVERLAY_DISP++, R_PICTO_FOCUS_TEXT_X << 2, R_PICTO_FOCUS_TEXT_Y << 2,
|
|
(R_PICTO_FOCUS_TEXT_X << 2) + 0x80, (R_PICTO_FOCUS_TEXT_Y << 2) + 0x20, G_TX_RENDERTILE, 0,
|
|
0, 1 << 10, 1 << 10);
|
|
}
|
|
|
|
// Draw pictograph photo
|
|
if (sPictoState >= PICTO_BOX_STATE_SETUP_PHOTO) {
|
|
if (!(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) {
|
|
Play_CompressI8ToI5((play->pictoPhotoI8 != NULL) ? play->pictoPhotoI8 : gWorkBuffer,
|
|
(u8*)gSaveContext.pictoPhotoI5, PICTO_PHOTO_WIDTH * PICTO_PHOTO_HEIGHT);
|
|
|
|
interfaceCtx->unk_222 = interfaceCtx->unk_224 = 0;
|
|
|
|
sPictoState = PICTO_BOX_STATE_OFF;
|
|
gSaveContext.hudVisibility = HUD_VISIBILITY_IDLE;
|
|
Interface_SetHudVisibility(HUD_VISIBILITY_ALL);
|
|
} else {
|
|
s16 pictoRectTop;
|
|
s16 pictoRectLeft;
|
|
|
|
if (sPictoState == PICTO_BOX_STATE_SETUP_PHOTO) {
|
|
sPictoState = PICTO_BOX_STATE_PHOTO;
|
|
Message_StartTextbox(play, 0xF8, NULL);
|
|
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
|
|
player->stateFlags1 |= PLAYER_STATE1_200;
|
|
}
|
|
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
gDPSetRenderMode(OVERLAY_DISP++, G_RM_XLU_SURF, G_RM_XLU_SURF2);
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 200, 200, 250);
|
|
gDPFillRectangle(OVERLAY_DISP++, 70, 22, 251, 151);
|
|
|
|
Gfx_SetupDL39_Overlay(play->state.gfxCtx);
|
|
|
|
gDPSetRenderMode(OVERLAY_DISP++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
|
|
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEI_PRIM, G_CC_MODULATEI_PRIM);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 250, 160, 160, 255);
|
|
|
|
// Picture is offset up by 33 pixels to give room for the message box at the bottom
|
|
pictoRectTop = PICTO_PHOTO_TOPLEFT_Y - 33;
|
|
for (sp2CC = 0; sp2CC < (PICTO_PHOTO_HEIGHT / 8); sp2CC++, pictoRectTop += 8) {
|
|
pictoRectLeft = PICTO_PHOTO_TOPLEFT_X;
|
|
gDPLoadTextureBlock(OVERLAY_DISP++,
|
|
(u8*)((play->pictoPhotoI8 != NULL) ? play->pictoPhotoI8 : gWorkBuffer) +
|
|
(0x500 * sp2CC),
|
|
G_IM_FMT_I, G_IM_SIZ_8b, PICTO_PHOTO_WIDTH, 8, 0, G_TX_NOMIRROR | G_TX_WRAP,
|
|
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
|
|
|
gSPTextureRectangle(OVERLAY_DISP++, pictoRectLeft << 2, pictoRectTop << 2,
|
|
(pictoRectLeft + PICTO_PHOTO_WIDTH) << 2, (pictoRectTop << 2) + (8 << 2),
|
|
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw over the entire screen (used in gameover)
|
|
if (interfaceCtx->screenFillAlpha != 0) {
|
|
gDPPipeSync(OVERLAY_DISP++);
|
|
gSPDisplayList(OVERLAY_DISP++, sScreenFillSetupDL);
|
|
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 0, 0, 0, interfaceCtx->screenFillAlpha);
|
|
gSPDisplayList(OVERLAY_DISP++, D_0E000000.fillRect);
|
|
}
|
|
|
|
CLOSE_DISPS(play->state.gfxCtx);
|
|
}
|